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2012-12-10, 07:13 AM | [Ignore Me] #16 | ||
Captain
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Guys the mag is dominant on esamir because of the terrain, this is the reason why we can dominat it. We have more open space to manuver and with the straff and descent armor yes in an open space battle we can do quite well. This is why amerish is not a good spot for the mag, we get congsted and stuff, cant manuver as well and get bogged down. If you ask me the frikin prowler is over powered on amerish, I hate the fact that the drivers are actually using the terrain to hide there tanks and shooting over defence positions. Even the lock on rockets are slaming into the rocks that the tank drivers were hiding behind. Its just like Air, people say air is over powered, Air this Air that, I tell you what Id like to see air come up against me and my outfit, just saturday night me and my outfit wiped out a outfit of mosi's that night, with burster maxes and nemisis rockets. It was a joke, I mean it just depends on the continent, on esamir there is no mountains to run behind, on amerish there is so the continent makes the difference. Guys the tanks are balanced, instead of spending certs on camo and cool reflex sights, invest in rocket lauchers and mines, they can turn a battle Hands Down.
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2012-12-10, 08:05 AM | [Ignore Me] #18 | ||
Captain
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They have pure steel, the NC Tank is the hardest thing to kill on the battle field. You ad armor upgrades and shields and it takes alot to put one of those things down. Not to mention it hits life a fucking building. (Example) I have a sundy with lvl 3 armor and I can take hits from rocket pods, rockets, and prowlers and keep right on rolling. When that Vangaurd comes over the hill I run, it takes about 2 hits from a Vanguard tank to end the life of my poor sundy . Im telling you if you invest in the proper armor upgrades it makes the Vanguard very formitable. It has a low profile to, so using the terrain can help alot, if you can get the vanguard behind low rocks you can use it as a defilade, exposing the body only to fire and then retreating behind the rocks during reload. Also if you throw an engi behind the rocks with you he can repair, just dont run him over . Once guys start to understand that tanks arent just something you run into the middle of a base and think it will just own, and play smarter and then they will see how effective they are on the battlefield.
Last edited by Qwan; 2012-12-10 at 08:09 AM. |
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2012-12-10, 11:11 AM | [Ignore Me] #19 | ||
Private
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So it seems I spawned another balance whinging thread, oops.
Each tank has it's advantages and disadvantages. Some are suited to terrain others are not. I think the real problem is players. Vanu are always winning on Esamir on Woodman cos the other factions are always underpopulated because Vanu are always winning on Esamir! Same on Amerish, the vanu is often below 10% continent pop. |
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2012-12-10, 11:37 AM | [Ignore Me] #20 | |||
Major
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As far as the HA comment... Hades or your factions lock-on AV rocket... they can strafe as much as they like, but without something to hide behind locks hit their targets. I just wish AV rockets were more like Javelins from BF3 because then they would totally be worth the 1,000 certs or SC... right now the best place to use AV rockets is Indar in the desert or Esamir. |
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2012-12-10, 11:08 PM | [Ignore Me] #21 | |||
Sergeant
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The NC have the second best tank and the best MAX, but that still doesn't make up for their crappy weapons IMHO, although I noticed either the NC weapons got buffed a little or they are starting to use their sidegrades more. |
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2012-12-11, 08:58 AM | [Ignore Me] #22 | ||
Lieutenant General
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Tanks have little to do with relative domination on Esamir anyway, they help but only up two three hexes to a warpgate, at which point tank logistics are (safe resource gain) almost even, but pop density breaks enemy zerg-capping due to getting spread out.
Same for rawketpawds (those just farm cheap anywhere). The main issue is the proximity of the north and Mani. If you look at typical three way fights in PS1, you have three bases between each of the three viable warpgates. The fourth warpgate in play is often considered the lesser option for lattice, base type and proximity to enemy warpgate reasons. Not three towers or three outposts, but three bases. On Esamir, it's one base. A grind base. Whether it takes long or not to take, it's a constant ping pong that sucks up more and more troops (regardless of OP weaponry applied), especially since the suction effect is greater due to relative proximity to the warpgate. And by relative, I mean there's next to no territorial steps in between that disperse and stall troops like on Indar, where every three hexes you encounter a new base. Neither NC nor TR can claim Mani as a standard base. The same cannot be said for Ymir or Nott. Freyr is pretty much NC at all times. As for the far south, do people even fight there? We cut off VS a few times straight south from The Pit, but we never saw much fighting and usualy left it to be ghosted back by VS. |
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