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Wolf Stormbringer
Mikramurka Shock Troop Minmatar Republic
0
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Posted - 2013.06.13 17:43:00 -
[1] - Quote
Is this some awesome tactic that I just don't understand? |
Fox Gaden
DUST University Ivy League
459
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Posted - 2013.06.13 17:49:00 -
[2] - Quote
- Yellow turrets eventually become red turrets and become a problem. Consider it a preemptive strike.
- 100 WP for a turret kill, although it only registers as an Assist unless it is maned.
- If you can kill the turrets, then you can kill (or at least scare) anything you might need the turrets for without need for the turrets.
- If the Yellow turrets get blown up, donGÇÖt blame the Swarm Launcher guy. Swarm Launchers will not lock on neutral turrets. |
Meeko Fent
Mercenary incorperated
63
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Posted - 2013.06.13 18:02:00 -
[3] - Quote
They destroy them so the Enemy cant use them. Installation Turrets are Useless against any thing but Vehicles, and you aren't likely to bring you Proto HAV into a Instant Battle right? (if you do, you are either a Pubstomper, so shame on you, or testing the fit on Underpowered STD and MIL gear, so you also are Shamed)
They Kill em to get a Boost in WP and to Give something to Shoot at. More WP = More Orbitals. More Orbitals = Easier Caps |
Arkena Wyrnspire
Turalyon Plus
938
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Posted - 2013.06.13 21:37:00 -
[4] - Quote
They do it for one of two reasons. 1. They want shiny war points, because 100 WP is generally more than they would otherwise score over the entire course of the match. 2. They're a tanker and are removing potential future threats. |
Operative 1171 Aajli
D3LTA ACADEMY
22
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Posted - 2013.06.13 22:22:00 -
[5] - Quote
Yes, tanks.
I am a tank driver and you can't move around the field with those cannons still up. No sooner do you move past a blue cannon that it goes red and you're dead.
I hate blueberries that cap cannons. I hate blueberries even more that not only cap a cannon but then go over and cap the other cannon instead of destroying the second cannon with the first.
I hate blueberries even more than that that not only cap both cannons, but also do it while I'm shooting at them.
Same goes for CRUs and supply depots.
I assume players who do that are noobs or are a SVER True Blood or other elitist group trying to **** things up for our team and help their buddies out. |
Chankk Saotome
SyNergy Gaming EoN.
385
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Posted - 2013.06.14 09:00:00 -
[6] - Quote
In most field situations the turrets are only a viable defensive tool if someone sits there manning them. Otherwise they are a massive hazard to everyone, infantry and tanks alike.
I've made a lot of comments about this before but generally it's best to simply wipe the field clear of them asap, especially for tank drivers, unless you plan on literally sitting there in the thing till someone comes and destroys it from the enemy team. And even sitting in a turret is only useful if it's a practical device, i.e. railgun above a heavily vehicle-traveled roadway or a blaster along an infantry choke point.
CRUs are questionable but can be both a benefit and a hazard depending on how the game is going. They're easy to camp and also an easy way for enemies to have a forward spawn if you can't keep it under control yourself.
There's almost NO reason to destory supply depots unless you're absolutely terrified of people switching to their AV suits vs your tank which they're going to do when they die anyway just to spite you, or if you're just a total **** who wants to prevent your team from having fresh supplies at a particular field point. |
Wolf Stormbringer
Mikramurka Shock Troop Minmatar Republic
0
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Posted - 2013.06.14 11:17:00 -
[7] - Quote
Huh, I would never have guessed. Thanks guys. |
DigiOps
Kirkinen Risk Control Caldari State
350
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Posted - 2013.06.14 12:56:00 -
[8] - Quote
Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints. |
Telleth
DUST University Ivy League
39
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Posted - 2013.06.14 22:17:00 -
[9] - Quote
Hostile AV with a supply depot to hide behind can be deadly for a tank. AV weapons have a limited amount of ammo, and the MLT fit doesn't have nanohives. Also, once one person starts lobbing swarms from a supply depot, usually 3 or 4 others nearby take the hint and start doing the same. Supply depots and CRU's aren't worth the time it takes to destroy them for WP alone, when I could be shooting much softer and rewarding targets, like infantry, dropships, or other tanks. But the peace of mind knowing that the guy in the Anti-Armor Assault suit is going to run out of swarms in 6 shots instead of taking cover behind an ammo fountain is priceless. |
Azri Sarum
843 Boot Camp
33
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Posted - 2013.06.15 05:40:00 -
[10] - Quote
The reason they should be destroyed is that their placement is a massive hazard to your team should the match start to go poorly.
Take one of the city esque maps with turrets ringing the city. If you capped the turrets on your side then they will just sit there, doing nothing. Thats fine, no harm done. The harm comes though if you get pushed out of the city, or start losing map control. In situations like that the reds will cap those cannons you left, netting them WP in the process, and now you have to run across fields taking cannon fire to get back into the city.
I have been in countless matches where i have watched blueberries get mowed down by the dozens because of those stupid cannons. They have the potential to do far more harm than good, so no point in taking the risk. |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
171
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Posted - 2013.06.15 05:50:00 -
[11] - Quote
Wolf Stormbringer wrote:Is this some awesome tactic that I just don't understand?
If you are a tank driver the worst thing that can happen in that blue turret you thought would support you suddenly becomes that red rail turret that gets you.... plus its good for points. |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
4
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Posted - 2013.06.15 22:34:00 -
[12] - Quote
Don't forget the ISK. Your pay is based on everything that is destroyed (enemies and installations) so you can easily double your money by popping a few turrets. |
Operative 1171 Aajli
D3LTA ACADEMY
25
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Posted - 2013.06.16 05:58:00 -
[13] - Quote
DigiOps wrote:Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints.
It's not for the WP and you apparently have zero understanding about running a tank or operating tactically. That supply depot or CRU goes red and isn't getting capped back blue does nothing for your team. If infantry can't hold it then it is a liability and my taking it out is helping my team from getting red spawns and red resupply.
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Stile451
Red Star. EoN.
91
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Posted - 2013.06.16 14:25:00 -
[14] - Quote
This is true for the most part, but if it's white it should be left alone(except for the one on line harvest between B and C if you spawn on the C and D side as it doesn't stay blue for long if it ever is blue). |
Ryuichi Kakihara
Rautaleijona
2
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Posted - 2013.06.16 18:23:00 -
[15] - Quote
Operative 1171 Aajli wrote:DigiOps wrote:Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints. It's not for the WP and you apparently have zero understanding about running a tank or operating tactically. That supply depot or CRU goes red and isn't getting capped back blue does nothing for your team. If infantry can't hold it then it is a liability and my taking it out is helping my team from getting red spawns and red resupply.
If we let tankers kill off our supply depots we're ****** when enemy brings tanks, cuz you guys just run away hiding ur tanks while something capable of inflicting pain on em is on the field. So stop screwing your team over and destroying those supply depots we need. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
188
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Posted - 2013.06.16 20:42:00 -
[16] - Quote
Ryuichi Kakihara wrote:Operative 1171 Aajli wrote:DigiOps wrote:Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints. It's not for the WP and you apparently have zero understanding about running a tank or operating tactically. That supply depot or CRU goes red and isn't getting capped back blue does nothing for your team. If infantry can't hold it then it is a liability and my taking it out is helping my team from getting red spawns and red resupply. If we let tankers kill off our supply depots we're ****** when enemy brings tanks, cuz you guys just run away hiding ur tanks while something capable of inflicting pain on em is on the field. So stop screwing your team over and destroying those supply depots we need.
I understand the issue well.
Friendly tanks should never destroy neutral supply depots however if they go red then all if fair game, tankers are hugely important to controlling the map the loss of one contestable supply depot in negligible if your friendly tanker can deal with enemy armour.
Being a tanker is pretty tough when infantry can make a mockery of your armour with small hand held weapons, not to mention the installations and other potentially dangerous assets.
The only turrets that should be up on a map at any time are installations that the enemy will find extremely difficult to contest. Turrets surrounding central complexes are made to defend the interior so when assaulting its imperative that those turrets go down and go down quickly.
And as a tanker you need to ensure that installations don't switch from blue to red but as you cant be everywhere to react to enemy infantry its safer to eliminate them early game and not risk them being turned upon you.
Point is INFANTRY need to HTFU and work to get those tanks themselves, infantry carrying locus grenades is a weak inflexible fit ( I run Amarr Assault so I know these things, AV's all the way) |
Taurion Bruni
Nightingale Logistics Pty Ltd
48
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Posted - 2013.06.17 00:10:00 -
[17] - Quote
True Adamance wrote:Ryuichi Kakihara wrote:Operative 1171 Aajli wrote:DigiOps wrote:Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints. It's not for the WP and you apparently have zero understanding about running a tank or operating tactically. That supply depot or CRU goes red and isn't getting capped back blue does nothing for your team. If infantry can't hold it then it is a liability and my taking it out is helping my team from getting red spawns and red resupply. If we let tankers kill off our supply depots we're ****** when enemy brings tanks, cuz you guys just run away hiding ur tanks while something capable of inflicting pain on em is on the field. So stop screwing your team over and destroying those supply depots we need. I understand the issue well. Friendly tanks should never destroy neutral supply depots however if they go red then all if fair game, tankers are hugely important to controlling the map the loss of one contestable supply depot in negligible if your friendly tanker can deal with enemy armour. Being a tanker is pretty tough when infantry can make a mockery of your armour with small hand held weapons, not to mention the installations and other potentially dangerous assets. The only turrets that should be up on a map at any time are installations that the enemy will find extremely difficult to contest. Turrets surrounding central complexes are made to defend the interior so when assaulting its imperative that those turrets go down and go down quickly. And as a tanker you need to ensure that installations don't switch from blue to red but as you cant be everywhere to react to enemy infantry its safer to eliminate them early game and not risk them being turned upon you. Point is INFANTRY need to HTFU and work to get those tanks themselves, infantry carrying locus grenades is a weak inflexible fit ( I run Amarr Assault so I know these things, AV's all the way)
while I do understand that capturing objectives is better than destroying them, turrets are only viable if the team can protect them, but nobody does, and a turret falls easily to the enemy, and then the tank/dropship/LAV fall victim to a single player, who may not be skilled at all into av/ or even turrets in the future, I can see turrets becoming useful when we can place them wherever we want, but for now, they only kill both enemy and team, for no gain. |
Drifter MAGGOT
KILL-EM-QUICK RISE of LEGION
61
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Posted - 2013.06.17 02:44:00 -
[18] - Quote
Wolf Stormbringer wrote:Is this some awesome tactic that I just don't understand? They looked at me the wrong way. |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
112
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Posted - 2013.06.17 04:18:00 -
[19] - Quote
Tanker, crying tankers.. |
M3DIC 2U
Purgatorium of the Damned League of Infamy
67
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Posted - 2013.06.17 20:48:00 -
[20] - Quote
I've seen matches in table top turn because of the turrets being capped. Push forward and steal ones near the enemy MCC in Skirmish and suddenly those null cannons become that much more difficult to capture, especially if the turrets remain manned with a squad in support. Forget a meatwagon rolling in to cause carnage.
It's tactical, though the WPs are a nice bonus too. |
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Aliakin Koreck
Chatelain Rapid Response Gallente Federation
3
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Posted - 2013.06.20 06:34:00 -
[21] - Quote
Wp and that is it. |
Mikael Murray
Kameira Lodge Amarr Empire
0
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Posted - 2013.06.21 00:56:00 -
[22] - Quote
Mostly that is the issue.
Make the neutral implacements worth 0 wp. |
Artificer Ghost
Bojo's School of the Trades
142
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Posted - 2013.06.21 01:00:00 -
[23] - Quote
I destroy Neutral Installations because I'm a Dropship Pilot, and if I need a ship later on, I don't want a Railgun pointed at it.
Honestly, WP isn't a huge issue to me because it has no overall affect on my statistics. KDR and SP, that's what I'm worried about. I do understand though that some corp hire only 50k WP or above. Or something like that.
Mikael, I notice you have no likes. Here you go.
EDIT: Honestly, I think they should be worth 50. And CRUs should be worth 100, because those buggers take forever. Anyways, 50 so it's a matter of choice, not WP. Cheapos get no benefit. |
Ray Poe
Algintal Core Gallente Federation
0
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Posted - 2013.06.22 17:50:00 -
[24] - Quote
They dlow them up because they make wp.
Simple but stupid |
Ghost Kaisar
Intrepidus XI Omega Commission
0
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Posted - 2013.06.23 03:42:00 -
[25] - Quote
Operative 1171 Aajli wrote:DigiOps wrote:Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints. It's not for the WP and you apparently have zero understanding about running a tank or operating tactically. That supply depot or CRU goes red and isn't getting capped back blue does nothing for your team. If infantry can't hold it then it is a liability and my taking it out is helping my team from getting red spawns and red resupply.
Okay, the turrets I can understand. But the CRU's? The Supply Depots? These are pivotal installations on the Battlefield, and the fact that you destroy them would ONLY make sense if you know for a fact that your team has no chance of taking it WHATSOEVER. If anything, blow up the reds near them and let the team move up. You would be surprised what having an extra spawn or a place to switch kits and resupply can do to a team. |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
0
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Posted - 2013.06.23 04:27:00 -
[26] - Quote
As far as I can tell, having been on the recieving end of the tactic, they blow up the CRU to stop the other side from sneakily retaking the objective. Where they haven't been blown up, there objective is far more contested - while when the tank blows up the CRU and then sits on the objective, it's far more finikey to get in there.
It's a tactic that favours using tanks rather than infantry to hold a position (ie, it edges infantry out of the action). If the enemy doesn't actually counter the tanker, it works out pretty well. Toward winning. In regards to infantry getting in on the fight, it probably annoys both sides relatively equally!!! |
KellyJann
Osmon Surveillance Caldari State
0
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Posted - 2013.06.24 01:11:00 -
[27] - Quote
Free wp duh |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
357
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Posted - 2013.06.24 05:09:00 -
[28] - Quote
I destroy everything. i would shoot my teammates if i got WP for it |
The Attorney General
ZionTCD
126
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Posted - 2013.06.24 14:09:00 -
[29] - Quote
As a tanker, there is no reason to allow a turret to stay up. It will only bite me in the ass at the worst possible time.
As far as supply depots, there are two types. One that I can use, and one that I cannot. If the Supply depot is on the ground, and I can get close enough to it so that it can repair my tank, then I will try and let the blues cap it, to provide us all with a benefit. If they can't hold it, then I pop it.
If the Supply depot is up high, or has railings etc around it to prevent me from getting any use from it, then it goes down. Far better to make the enemy team pick one loadout than being able to swap to AV when I show up. Much better to make them run AV because I am being a problem for them so my infantry can mow them down.
CRU's are an either or situation. If the blues can't hold it, it goes down. If it is important to the enemy, it goes down. Many times I will damage CRU's as I roll past them, and if I come back to that side of the map, and the thing is still red, then I destroy it.
Blues not being able to hold stuff is mostly why it gets destroyed. I am not losing my tank so that you can avoid having to use a drop uplink. Spec into some proper gear, and you won't be complaining about aving to move to the battle location. |
Operative 1171 Aajli
D3LTA ACADEMY
34
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Posted - 2013.06.26 07:27:00 -
[30] - Quote
Ryuichi Kakihara wrote:Operative 1171 Aajli wrote:DigiOps wrote:Operative 1171 Aajli wrote:Same goes for CRUs and supply depots. Yeah, you people destroying the only supply depot on the field kinda makes me feel the same as what you wrote. Who cares, right? As long as our resident crybaby tank driver gets their warpoints. It's not for the WP and you apparently have zero understanding about running a tank or operating tactically. That supply depot or CRU goes red and isn't getting capped back blue does nothing for your team. If infantry can't hold it then it is a liability and my taking it out is helping my team from getting red spawns and red resupply. If we let tankers kill off our supply depots we're ****** when enemy brings tanks, cuz you guys just run away hiding ur tanks while something capable of inflicting pain on em is on the field. So stop screwing your team over and destroying those supply depots we need.
If you need a supply depot and a CRU then you're doing it wrong. Drop uplinks and nanohives. I am regularly the only person I see dropping these things when I run assault in pub matches while the other team drops several.
Use the supply depot on your side of the map or keep the other ones capped. It takes a bit to get rid of supply depots and CRUs so you have ample time to cap it before I finish it.
If I see blue I'm fine. Mostly, I see red. If it is closer to the enemy and is neutral then I get it before they turn it red. Most likely it will stay red if they can spawn out of a CRU AND null cannon site.
I'm saving your everlovin' butt so you can move in and not already be handed a heaping helping of grenades and respawned reds. |
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