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Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2013.01.12 23:48:00 -
[1] - Quote
What I think is that, to be fair for everyone (and improve it greatly for everyone), all vehicle and AV starter fits should be removed. Keep militia, but there are both too many starter fit LAVs and too many starter fit AVers.
If something takes down my methana, at least let it be a standard swarm, instead of a militia BPO swarm. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.12 23:53:00 -
[2] - Quote
Kira Lannister wrote:He is missing the God Tanks from the E3 build. Wasn't that because they were testing vehicle vs vehicle combat? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.13 00:17:00 -
[3] - Quote
Kira Lannister wrote:To MCBob: I'm not sure if it was the E3 build, but it was near impossible to destroy them. Where you could call in one and solo a whole team. Where you didn't need to aim the rail gun.
I got into them, and it was way too easy. They were broken. Did you read my post? The only reason they were god mode was to make sure tank vs tank was balanced, then they reverted it when they were finished testing. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.13 00:39:00 -
[4] - Quote
Mr Zitro wrote:Iron Wolf Saber wrote:Why in the hell are you parking somewhere, where your infantry support is nowhere near you?
You deserve someone sneaking up behind you like a scout who throws down 3 proxy detos and then throwing an av nade to lite them off. Armor tanks have the movement speed of a heavy with all armor plates and half a leg. So unless you try the vehicle an know how it handles, don't talk about things you don't understand You have a good point; however to be fair, you should still have infantry guarding your flanks and some good gunners (IMO, I think it's best to have a small blaster on the front with a small railgun on top)
This just gave me an idea- how about an active module that drastically decreases the damage of all turrets, but increases movement speed/acceleration and shield/armor resistance by a ton? More or less a mechanism for an emergency retreat. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.13 01:23:00 -
[5] - Quote
Mr Zitro wrote:Scheneighnay McBob wrote:Mr Zitro wrote:Iron Wolf Saber wrote:Why in the hell are you parking somewhere, where your infantry support is nowhere near you?
You deserve someone sneaking up behind you like a scout who throws down 3 proxy detos and then throwing an av nade to lite them off. Armor tanks have the movement speed of a heavy with all armor plates and half a leg. So unless you try the vehicle an know how it handles, don't talk about things you don't understand You have a good point; however to be fair, you should still have infantry guarding your flanks and some good gunners (IMO, I think it's best to have a small blaster on the front with a small railgun on top) This just gave me an idea- how about an active module that drastically decreases the damage of all turrets, but increases movement speed/acceleration and shield/armor resistance by a ton? More or less a mechanism for an emergency retreat. The spawns are so dumb it puts forges next to me and kids with av grenades. You want me to have a squad just walking around my tank??? Are your serious? If you're stupid enough to bring an HAV into a tiny ambush, you deserve to have it blown up. I thought you were talking about skirmish where vehicles actually make sense to use. |
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