|Posted - 2013.03.25 07:12:00 -
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I will have to respectfully disagree with the amount of installations within this map. Installations can be can be taken down quickly with a drop ship when spec correctly. I, personally, would be rather disappointed to see them reduced and would rather see them increased in more maps.
MSF has proven many times that death can rained down from the sky, and no we are not referring to orbitals. Many drop ships, HAVs, and clones have been lain to waste after we have locked on.
What should be addressed is the ceiling height around the six (6) towers located around the objectives. It is known by some that an individual can use a drop ship to reach the top of the towers by jumping from the ship on the slant down. Clever. What is also known by a smaller margin is the fact that with the narrow ceiling above the tower where one can walk around, an RDV can deploy an HAV.
The reason I have a problem with this is because a drop ship has to strafe along the ceiling to shoot at any opponent located on top of the tower. An RDV should have the same parameters as a drop ship or vise versa. I have also seen on two separate occasions where a sagaris has driven off the tower on top the pipes and survived, which is highly unrealistic to have a drop ship unable to fly above an object let alone a tank survived a drop of that magnitude.
The easiest solution would be to drop the height of the ceiling to keep anyone from reaching the towers or increase the ceiling so drop ships can fly above them. Every tactic should have the ability to be countered.
(On a side note, I would like to commend the individual players who have figured out this clever tactic for their advantage even if I feel it's rather cheap exploitation of the games parameters)
|Posted - 2013.04.02 04:46:00 -
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Removing installations with missile turrets is far quicker then with blasters, but not nearly are difficult as you try to make it out as being... well with anything less then prototype and your more then likely wasting your time.
You have to position yourself over top the installation and your gunners need to show some patients before alerting the hostile turret of your movements (blaster specific).
We have gone through quite a bit of R&D with different turrets on the DS, and we all basically agree that missiles are all around the best for every situation we could run into. Direct damage is huge, splash damage is highly effective for anti-infantry and the simple explosions causes panic for those on the ground.