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Old 2012-11-30, 07:00 PM   [Ignore Me] #16
Beerbeer
Major
 
Re: Sunderer proximity repair


That's good to know. I kind of figured that.
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Old 2012-12-01, 01:22 AM   [Ignore Me] #17
BorisBlade
First Lieutenant
 
Re: Sunderer proximity repair


The AMS should not be doing repair and rearm too, they need to combine the repair and rearm and make it separate from AMS. And that awful blockade armor needs a massive buff. Dear god the reduction is not even remotely worth the tradeoffs, its negligable and wont even cover a single rocket unless its a hit in your strongest armored spot. Total crap. If you are gonna give up so much else it needs to be atleast 30% more armor, althought its still not hardly worth the tradeoff even then and thats nearly 2-3x what it is now.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot.
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Old 2012-12-01, 03:40 AM   [Ignore Me] #18
Chewy
Major
 
Re: Sunderer proximity repair


Originally Posted by BorisBlade View Post
The AMS should not be doing repair and rearm too, they need to combine the repair and rearm and make it separate from AMS. And that awful blockade armor needs a massive buff. Dear god the reduction is not even remotely worth the tradeoffs, its negligable and wont even cover a single rocket unless its a hit in your strongest armored spot. Total crap. If you are gonna give up so much else it needs to be atleast 30% more armor, althought its still not hardly worth the tradeoff even then and thats nearly 2-3x what it is now.
I kinda agree that there needs to be something of a downside to using an AMS. Had ideas of making spawning at an AMS cost inf res, removing all passenger seats but gunners, replacing the guns with storage tanks (troops are made of something), limiting the number of spawns (treat like ammo), or upping the cert cost to 100+. But most to all of those are things needed to be done before launch. Now that it's post launch it's going to be hard to make the a non AMS sundy worth using.

If you don't have an AMS then a lot of people kinda see the sundy as a waste of res. Transport isn't needed with everyone having tanks, aircraft, and flashes to pull at any moment. So why cert into other things when being an AMS/ammo sundy is the only thing needed on the field?
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Old 2012-12-01, 07:57 AM   [Ignore Me] #19
wutzibu
Private
 
Re: Sunderer proximity repair


Originally Posted by Chewy View Post
I kinda agree that there needs to be something of a downside to using an AMS. Had ideas of making spawning at an AMS cost inf res, removing all passenger seats but gunners, replacing the guns with storage tanks (troops are made of something), limiting the number of spawns (treat like ammo), or upping the cert cost to 100+. But most to all of those are things needed to be done before launch. Now that it's post launch it's going to be hard to make the a non AMS sundy worth using.

If you don't have an AMS then a lot of people kinda see the sundy as a waste of res. Transport isn't needed with everyone having tanks, aircraft, and flashes to pull at any moment. So why cert into other things when being an AMS/ammo sundy is the only thing needed on the field?

Ever seen a sundy with Shield diffuser?

Get 2 bulldogs on it and just drive through the shield in an Amp station or tecjhlab. the massive aoe of the bulldogs kills everything in seconds and you just made the fight a lot easier for your team!
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