Originally Posted by Cronoc
Has the switch to the pilot-gunner paradigm ruined that so much, or were the other faction's tanks better in some way than in PS2?
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Pretty much this...
I mean, let's face it, unlike other tanks (
where aim and movement are controlled separately) or aircraft (
which mostly need to move towards the direction they are aiming), the Mag is basically a SUPER Heavy Assault who trades jumping and shields for a speed booster and a 30-some shot CANNON.
Originally Posted by Figment
It's not hard to understand that if you can strafe with a stable weaponsplatform while aiming, you will get hit less and hit more yourself than your opponents who cannot and still cannot afford to turn their sides and use their turret advantage because they'll take more damage doing that. And since Mags will die less due to the above, they will live longer and get more kills individually as well.
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Indeed...
Originally Posted by Figment
Had they designed driver/gunners like in PS1 and copied the balance, this would never have been the case btw.
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This right here is the entire reason for not only the Mag being broken, but also for the unbalance of Armor in general ground combat.
I mean, one-man MBTs are hard enough for Infantry to deal with as is, but then you throw in a super hover-tank that can slide behind cover even faster then you can as an Heavy Assault AND can use splash damage to it's advantage while you're stuck whiffing rockets?
Of course, we can't just switch so that drivers have Secondary guns and NEED gunners for their cannons,
because what would we EVER do for the Magriders?
Originally Posted by Assist
This keeps being repeated and it's really making me wonder wtf some of you guys do. You do realize that your main gun and your vehicle movement are independant unlike the Magrider?
You want to know how to avoid long distance shots from a Magrider? You move the same way your infantry character would. Point your tracks perpendicular to the Magrider and push the W and S button. I really don't get why this keeps being brought up like Vanguards/Prowlers are at some huge disadvantage at long range.
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Ummm,
maybe it's because we have to get our hulls perpendicular to the Magrider in the first place?
Unless you advance in an acute zig-zag pattern, you are more then likely going to come up on an enemy Mag hull forward, meaning an extra four or five seconds to reorient.
Sure, a really skilled tanker would break to one side or the other to get perpendicular faster by using his forward momentum, but even then he's still limited to mostly the one dimension of back and forth movement.
In the end, the Roomba tank can still circle strafe (
which not only allows it to side-step shots but also change the trajectory needed to hit it) like a BAHSS, while it's tracked brethren are stuck jaunting side to side like a tin duck in a shooting gallery.
Originally Posted by ChipMHazard
Prowling? Really? This isn't Monty Python and sadly Prowlers can't pounce on its foes like the killer cars.
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Forget "Lock-down," this is the special ability our tanks really need,
hydraulic jump-jacks that LAUNCH THEM INTO THE AIR!
Originally Posted by ShadetheDruid
The poor Lightning always gets left out.
I'd actually argue that the Lightning suffers more from the lack of stabilisation, since speed and mobility plus lack of armour means Lightnings need to be constantly on the move to survive.
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Hell the Lightning gets shafted simply due to the fact that it's SUPPOSE to be THE one-man tank, but then they went and made EVERY tank solo operable...