Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Please become certified in forum use before posting.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2013-02-01, 02:15 PM | [Ignore Me] #33 | |||
Lieutenant General
|
As in, any way to see how much more the Magriders are missed by comparing VS and TR/NC AV accuracy results? (That includes rockets and AP shells really). |
|||
|
2013-02-01, 02:22 PM | [Ignore Me] #34 | |||
Contributor Major
|
The biggest advantage of HA over NC/TR tanks though is mobility. The ability to get behind or beside the Magrider before taking shots is, I would imagine, more of a factor than lock-ons alone. Lock-ons are great when they are timed properly and hit the tank in the rear, but that's also all about positioning and mobility of the shooter. |
|||
|
2013-02-01, 02:26 PM | [Ignore Me] #35 | ||
Banned
|
Well you see the fundamental issue with this game is sheer numbers. Nothing else matters and throws off the balance. How can you balance stats across the game when the stats get so focused on "balancing" the numbers to neuter the zerg? That leaves the non-zerg at a distinct disadvantage and further perpetuates the never ending cycle. Cont pops are just too high. Lower that and lower the imbalance potential.
|
||
|
2013-02-01, 02:28 PM | [Ignore Me] #36 | ||
Lieutenant General
|
Maneuvrability would have been less of an issue with uniform armour distribution and a dedicated driver. As is though, a strafing tank destroyer has the maneuvring advantage.
Especially with the vectorial attack thing where a hit from a rear vector on a turret's side or front results in equal damage as a hit in the actual rear of the tank, while it doesn't when it's facing forward. Turret and hull should have their own hitboxes really if you're going with armour differences. As Rockit says though, pop imbalances create bigger power distances through leverage. Once a pop imbalance occurs, it's going to be very hard to rectify the power balance. You see this in game in the steamroll effect where defense cannot built up a force to stall the larger tank group coming in. Last edited by Figment; 2013-02-01 at 02:29 PM. |
||
|
2013-02-01, 02:38 PM | [Ignore Me] #37 | |||
Master Sergeant
|
That being said, the next patch will shift population bonus from worldwide to continent. Also the dynamic player XP change. And getting XP for damaging vehicles on top of all that. Hopefully the overall effect is it will entice the population to go play on continents where their faction is at a disadvantage to gain the population xp bonus, a bigger pool of full xp targets to kill, and a bigger pool of vehicles to damage/kill for XP. Putting the carrot in the right place may be a good start. |
|||
|
2013-02-01, 02:50 PM | [Ignore Me] #38 | |||
Banned
|
|
|||
|
2013-02-01, 04:20 PM | [Ignore Me] #40 | ||
Sergeant
|
This whole MBT is OP talk is so ridiculous, I wouldn't mind Hamma instabanning people that open up a topic about it in the future.
Realtalk: No singular vehicle/weapon/etc. in PS2 is OP. It can be slightly better but due to the fundamental structure of the game (and the amount of players) nothing can ever be OP unless SOE screws up very very hard. Even worse are the armchair statisticans here and on the main forums evaluating incomplete (to them) data with basic middle-school maths. Stop doing that, you are wrong every. single. time. Edit: Higby, el grande statistics page ETA? Last edited by raw; 2013-02-01 at 04:25 PM. |
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|