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Cruor Abominare
Resheph Interstellar Strategy Gallente Federation
87
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Posted - 2013.07.02 00:24:00 -
[1] - Quote
Already onboard used to have 3 of each fit with different nades now it's just 1 av nades all the time. Proto is too expensive to get caught in the open having to lav dance and hope reds don't show.
Yellow murder murder taxis are still a pain though. Wish they had a soft spot like dropships and tanks.
Are you noticing a difference between proto nades vs ex11 packeds? Even with all drop suit fitting skills to v and v nano, light, sidearm, and explosives I just can't find the CPU left without giving up something substantial for them. |
Cruor Abominare
Resheph Interstellar Strategy Gallente Federation
87
|
Posted - 2013.07.02 01:24:00 -
[2] - Quote
TheAmazing FlyingPig wrote:That guy in the video basically states why AV grenades need to be nerfed / removed - Why run a swarm launcher and hinder yourself when you can have an assault rifle with some AV grenades?
The problem is more that the swarm is hilariously bad. The rocket spread usually means that other than completely open terrain that at least on rocket will find a crate to run into instead, you're stuck in Los of the tAnk to kill you and you're totally worthless against any shield tank.
While av grenades are mostly pointless against non militia shield tanking vehicles, you can at least toss them from cover and use them quicker. Though you're mostly useless against ds unless they get a little too aggressive in ground hunting.
The current confusion in tankers is that while armor beats shields, nearly all infantry av is anti armor. So they turn to the forums when they get over run with av shooting them in their weak spot. Introducing some form of shield av for infantry might actually help since itll thin down the armor av and as a plus thin out the logi lav spam.
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Cruor Abominare
Resheph Interstellar Strategy Gallente Federation
87
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Posted - 2013.07.02 02:03:00 -
[3] - Quote
Spkr4theDead wrote:Cy Clone1 wrote:
i also agree, but still give it very little tracking,
There should be an increase in tracking capability concurrent with the meta level. Militia grade, very little/stupid tracking. ADV, decent tracking but ditches about 35% of the time with little tracked-player input. PRO level, good tracking, tracked player needs to actively evade. Also, auto explosion needs to remain.
While I can enjoy the compromise, this is ultimately still just a lav buff. It's incredibly hard to not hit the hav, a hav pilot mightlike to ***** about the tracking but the nades rarely land far from the things.
So hav pilots will still be back to complain, meanwhile all you really accomplish is buffing lavs and giving another, un needed incentive to have even more lavs out on the field.
I still feel that ultimately the problem is that the current hav mentality is to ram all the things because they feel the isk tag price should entitle them to invincible solo pwn mobile, and their deaths tend to be around mostly ramming the red dot line and beingnsurprised when half a dozen av nades land on them.
If anything maybe a Beefier tank class role might be healthier one that gives up extra turrets for more hp so they don't feel as squishy as the enforcer glass cannon frame but have more blind spots from not having the extra two turrets. |
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