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[Ignore Me] #136 | |||
Staff Sergeant
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[Ignore Me] #137 | ||
The simple argument is "your premise is inaccurate". From the footage we've seen, the default HA launcher is annoying to aircraft at best. I don't consider that a hard counter. Maybe we have different definitions of "hard counter".
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[Ignore Me] #138 | ||
Sergeant
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Great that you responded, but i challanged the guys (and girls) who say, Infantry (non MAX) should be hard counter to them.
Most Argument i want to kill it so, so i can protect my squad/ so infantry isn`t helpless. I can understand this, but this is also archivable with chasing away an aircraft. Those people i want to get out and put an real argument forth, hey maybe I can learn something from them? Or they learn something from me? Who knows? |
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[Ignore Me] #139 | ||
Sergeant
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No, i don`t want to get kill often and easy by an "unlimited" class, when i fly an aircraft, because of this, i don`t excpet to kill an aircraft unless it acts stupid.
The constant "lock on warning" are a pain in the neck, but if every single player as a real chance to kill you without action stupid, that is bad balance, and i don`t want easy infantry kill, in my opinion infantry AA weapon (except dual aa maxes) should only scare away EA (because of the resource cost), so HA provides protection, but is not the hard counter. So the argument i just want easy kill, dosn`t really hold, what make you think that? And please consider, that most of the "vehicluars" will also spend alot of time infantry with the spawntimer as it is now. |
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[Ignore Me] #140 | |||
Sergeant
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It appears you are attempting to call out a group of people who do not exist. |
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[Ignore Me] #141 | |||
Sergeant Major
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*(I define soft counter as something that can, with effort and skill, have a chance at dealing with the threat, but it won't always succeed.) **(Hard Counters have a large advantage and will almost always win.) Non-Resource soft counters to resource-based mechanics simply so that resource-based mechanics obviate the ability for the losing side (map-wise) to have a chance at a comeback without having something that makes resource control meaningless. An Engy in a Fighter (for example) should be able to take on an HA with a rocket launcher, or at the very least, survive, repair, and otherwise be good to go. However, a skilled HA against an unskilled pilot, or several HA in tandem should have a good chance at taking out a single Fighter. It shouldn't only be that AA Lightnings or Fighters are able to take on other Fighters or Air support, because that makes it at best rock paper scissors, and at worst a continuous stomp based on who has the most resources, rather than who has the best strategy/skill (while still giving the advantage to the player with resources). |
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[Ignore Me] #142 | |||
Private
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[Ignore Me] #144 | ||
First Sergeant
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This thread still lives? I already reliased the lock on won't be horrible like battlefield.
Also, I don't really care if it's like that in real life. This is a game, and battlefield's version of it is not fun at all. |
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[Ignore Me] #145 | ||
First Sergeant
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I know this is thread nerco but I just noticed something. The logical way for an HA loadout is to say, in the VS HA case, Not have the lasher and the AA/AT weapon both at the same time. So it'll probably have a choice to switch out the rocket launcher for the faction heavy weapons. Problem? The HA would probably have the LMG and the Heavy weapon. Wouldn't that give HA too much flexablity?
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[Ignore Me] #146 | |||
Corporal
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Unless what you are commenting on is the possibility of HA having both an LMG and a faction specific HA weapon, in which I don't see the problem in reduced versatility for the sake of limited additional AI capabilities. |
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