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2003-10-31, 02:25 PM | [Ignore Me] #16 | ||
hahahahahahaha
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Happy lil' Elf, now Santa approved. -Immortalis Vita Its eating it's food. (Incorrect use of apostrophes specifically for UV) "Oni wont get banned, unless you get banned. Its a 2 man ticket."-Hamma to TekDragon re: his request to ban Oni. Life is good. |
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2003-10-31, 03:01 PM | [Ignore Me] #17 | ||
First Sergeant
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Simply put, a flail (one man vehicle) should NOT be able to take on a heavy tank (2-3 man vehicle) head to head and not only win every time, but come out with over 50% armor left. Smell that? Smells like imbalance to me.
Possible changes (and I'm not suggesting all these changes at once. In fact, all you Uber-Flail-Lovers, just pick ONE of these): -Higher angle on the gun. So you can't defend your self from any and all ground based attacks. -Lower armor, so you can't survive long enough to take out 2-3 heavy tanks attacking you simultaneously. -Lower attack power. Keep the one hit kills on infantry, heck even MAXes, but make it 2 shots to kill a lightning and 4 or 5 to kill a heavy tank. Another way to change it would be to force the use of the high arc instead of the low arc. Increase the angle on the gun so that it points 60-85 degrees and give the shots more of a drop. This would buff the artillary role (It would be able to shoot over base walls much easier, and the shots would be harder to track) while decreasing the one-man-army role (there would be a minimum of 4-5 second travel time before the shot hits the ground, so a tank driving around you would be near impossible to fight off. You'd *gasp* actually need cover!!!). This would make it harder to aim, granted, so give them the promised "range finder" shot that gives them a camera angle of where the shot goes if needed. Problem is, that might decrease the need for a spotter, at least for fixed targets (like vehicle pads). IMHO this would make the flail much more like an artillary vehicle, and much less like a mobile uber turret. |
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2003-10-31, 03:45 PM | [Ignore Me] #19 | |||
First Lieutenant
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I haven't had any real negative experiences when going up against a flail yet so I'm not going to start crying nerf yet. They die pretty fast when you gang up on them or get really close where they can't hit you. Reaver and Mosquito pilots are slowly learning to hover above the guns elevation. From there you can shoot them all day without getting hit yourself. The rounds should deffinantly not be able to penetrate a base or towers walls. That's just too effective. I ran across a group of flails using cloakers as spotters last night. I killed two spotters by listening for the sound the laser pointer makes and focused in on the source. Once I looked in the right direction, I could just make out their outlines on top of a hill nearby. I was in my Lightning and I just switched over to the 12mm and took them out. Unfortunately I received a direct hit from a flail shortly after and no more Lightning. |
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2003-10-31, 04:15 PM | [Ignore Me] #20 | ||
First Sergeant
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I like the idea of an angle increase myself. The trajectory of the shot is almost flat now. At anything other than extreme long range, it is difficult to not have bit of the scenery get in the way of the shot. This change would help the flail fulfill its artillery role more effectively, and make it easier to engage up close.
P.S. you vanu tankers are just pissed because the flail shots detonate on the water and hurt your normally virtually invulnerable tanks :P |
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2003-10-31, 06:53 PM | [Ignore Me] #22 | ||
Second Lieutenant
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I think it should get a very small increase to it's minimum arc, so it can't hit things in front of it. And a massive increase to it's maximum arc, so it can lob shells over hills and base walls. It is an artillary piece after all. It's armor is fine as it is. Like some are saying, once found and teamed up apon, they are easily disposed of.
And for those whining about the prospect of actually needing a spotter... this is a team-based game remember. Some people think driving a tank is boring, I love it. So people think that spotting for a flail is boring, other's will love it.
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2003-10-31, 07:35 PM | [Ignore Me] #23 | |||
Sergeant Major
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OMG your a complete IDIOT! |
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2003-10-31, 07:39 PM | [Ignore Me] #24 | ||
Contributor Major
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[QUOTE=MacavitySWE]Err, artillery is supposed to be heavily armored... think about it: You have a big weapon that can rip thru most things at a range. Would you want to have the armor of a lightning?
[QUOTE] Err what the fuck makes you think artillery is sposed to be heavily armored. Artillery is a big fucking cannon, its defense is distance. One shot from a tank will either destroy artillery or mess up its precision guidance so bad its more or less worthless untill it get ssome serious downtime. I've only played with them briefly, their killing power and the distance doesnt bother me, but i really dont think they should have any more armor then say an enforcer. They should stomp the living hell out of stuff from distances or stuff they get the drop on, not be slugging it out with tanks.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-10-31, 08:24 PM | [Ignore Me] #28 | ||
Major
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They became bugged.
I can't believe people can actually justify the Flail as artillery. It's NOT. It should not be able to fire so low, it should not have so much armor. Real life artillery (Howitzers, Tomahawk Platforms, etc.) Do NOT have a lot of armor and they can NOT fire very low. |
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2003-10-31, 09:16 PM | [Ignore Me] #30 | |||
Sergeant Major
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Hover tanks, guns that shoot energy orbs, tanks that have 150mm cannons that go 60 kph+ and can take shell after shell of an enemy tank, a high altitude shuttle that takes you to wherever you want to go instantly, which comes every minute.....yep, the devs are really stressing reality here. The flail seems balanced to me, cant fire undeployed, get close and it cant hurt you. *sigh*
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