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Old 2013-05-26, 03:31 AM   [Ignore Me] #91
Falcon_br
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Re: Zealot Maxes need rebalancing


Now, after 3 days of playing, I do think there are more VS Maxes them all the other VS classes!
So my score/hr has increased a lot fighting the Vanu!
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Old 2013-05-26, 03:49 AM   [Ignore Me] #92
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Re: Zealot Maxes need rebalancing


I do quite love my ZOE, but wouldn't consider it OP. The TTK with a locked down TR Max is insane. Especially against my poor Magrider. Magrider no like.

NC Max shield, haven't had much experience with/against it, but from what I've seen its how people have been using it that sucks. They only throw it up when they're almost dead, and at that point, I just have to toss a grenade to finish the job.
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Old 2013-05-26, 06:11 AM   [Ignore Me] #93
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Re: Zealot Maxes need rebalancing


Its funny how now the VS have a max that can kill infantry in the same time a hacksaw max can, people suddenly start moaning and claiming its OP.

But unlike the hacksaw max we take LOTS MORE damage when we get hit.
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Old 2013-05-26, 07:36 AM   [Ignore Me] #94
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Re: Zealot Maxes need rebalancing


Originally Posted by PredatorFour View Post
Its funny how now the VS have a max that can kill infantry in the same time a hacksaw max can, people suddenly start moaning and claiming its OP.

But unlike the hacksaw max we take LOTS MORE damage when we get hit.
Except for two things:
ZOEs whoop ass at significantly greater range
ZOEs rubberband about like cats on crack
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Old 2013-05-26, 07:50 AM   [Ignore Me] #95
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Re: Zealot Maxes need rebalancing


Check out these killboards, granted they are FC so we know they love using the OP stuff but this really shows the ZOE is maybe a bit too powerful, it looks like an old scat max killboard.

https://players.planetside2.com/#!/5...9297/killboard

https://players.planetside2.com/#!/5...7169/killboard

https://players.planetside2.com/#!/5...3777/killboard

Those are some good killstreaks... I guess after a few weeks when the data is out we will see what the devs do. I enjoy 1 shotting them with a rocket, but TR MAX vs VS MAX.. VS wins.. Higher dmg weapon with higher dmg from ZOE versus a tr max with 124/143 dmg weapons. Even with level5 kinect its a tough battle versus a ZOE max especailly if they are running lvl5 kinect/lvl5 flak too (which pretty much negates the only downside of ZOE)
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Old 2013-05-26, 10:29 AM   [Ignore Me] #96
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Re: Zealot Maxes need rebalancing


Originally Posted by Falcon_br View Post
I am ok with it, they die to a single rocket to the face or just on c4 brick from far, the only problem is hitting moving target, but I am already getting used to that.
When I am camping a spawn point with anchored mode I can kill Zoe max fast, but when it comes a shielded max, I can do anything, just die, he will get on my face, maybe circle me and when I am undeploying he will kill me, or just kill me face to face, he still got more, dps on melee range.
So, anchored kills Zoe, that kills shield that kills anchored, looks strange but functional.
It take 2 rockets (NS decimator ) to kill any maxs who dont have flak armor including ZOE maxs they do not die in 1 rocket this is a wrong statement !

ZOE ruins the balance between infantry and maxs in maxs vs maxs they are manageable since the 20 % shield reduction will change the outcome in maxs vs maxs but since they can simply toggle on or off the ZOE ability this 20 % shield reduction become more than a gimick lol

switch it on to face infantry and mow them down , toggle it off to figth agains other maxs buisness as usual

this ZOE maxs is way to versatile and have way to much power and no flaws

The whole problem is that infantry versus maxs combat as been design all around speed and moovement capacity , since the soe maxs are more mobile then infantry they have 2X to 2.3 X more stopping power and 2 to 3 x more armor depending on the suits slots etc...

They broke the balance between infantry and Maxs

In maxs vs maxs tho its buisness as usual
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Old 2013-05-26, 02:10 PM   [Ignore Me] #97
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Re: Zealot Maxes need rebalancing


Originally Posted by Stew View Post
It take 2 rockets (NS decimator ) to kill any maxs who dont have flak armor including ZOE maxs they do not die in 1 rocket this is a wrong statement !

ZOE ruins the balance between infantry and maxs in maxs vs maxs they are manageable since the 20 % shield reduction will change the outcome in maxs vs maxs but since they can simply toggle on or off the ZOE ability this 20 % shield reduction become more than a gimick lol

switch it on to face infantry and mow them down , toggle it off to figth agains other maxs buisness as usual

this ZOE maxs is way to versatile and have way to much power and no flaws

The whole problem is that infantry versus maxs combat as been design all around speed and moovement capacity , since the soe maxs are more mobile then infantry they have 2X to 2.3 X more stopping power and 2 to 3 x more armor depending on the suits slots etc...

They broke the balance between infantry and Maxs

In maxs vs maxs tho its buisness as usual
I don't really agree. I think the whole idea of the VS since PS1 has been to give them a mobility advantage. If anything, tone down the a LITTLE (it really isn't as spectacular as you'd like to think). But don't get rid of the movement. It's my favorite part about it. Not for any OP/advantage reason, but simply because it fits the faction's traits.

Or you can just give us back our MAX jumpjets. I'd be cool with that too
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Old 2013-05-26, 02:18 PM   [Ignore Me] #98
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Re: Zealot Maxes need rebalancing


Killstreaks mean exactly nothing. I've been on a 35 kill streak with dual blueshifts before the ZOE existed. People go 100 to 1 in liberators. All that is is playing conservatively.

...There's no point in being an AI MAX if you can't kill a handful before you go down.

Originally Posted by Stew View Post
It take 2 rockets (NS decimator ) to kill any maxs who dont have flak armor including ZOE maxs they do not die in 1 rocket this is a wrong statement !

ZOE ruins the balance between infantry and maxs in maxs vs maxs they are manageable since the 20 % shield reduction will change the outcome in maxs vs maxs but since they can simply toggle on or off the ZOE ability this 20 % shield reduction become more than a gimick lol
20% reduction is a wrong statement as well. It's more like twice that.
Kinetic armor doesn't even come close to making up for it and Flak only works against indirect hits, like C4 or AV grenades.
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Old 2013-05-26, 03:05 PM   [Ignore Me] #99
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Re: Zealot Maxes need rebalancing


I have a feeling concussion nades will shred a VS max
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Old 2013-05-26, 03:30 PM   [Ignore Me] #100
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Re: Zealot Maxes need rebalancing


Originally Posted by Saintlycow View Post
I have a feeling concussion nades will shred a VS max
I don't see any reason as to why they wouldn't. Well except that they were balanced a bit in GU9, should still be most effective against MAXs.
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Old 2013-05-26, 03:56 PM   [Ignore Me] #101
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Re: Zealot Maxes need rebalancing


Originally Posted by Saintlycow View Post
I have a feeling concussion nades will shred a VS max
I can tell you from experience that they are the bane of my existence while in a MAX.

Oh whats that? You're in a fully protected exosuit? TOO BAD CONCUSSION GRENADES STILL EFFECT YOU! They really are quite annoying. Don't know why people don't use them more, they're effectively an I win device.
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Old 2013-05-26, 04:41 PM   [Ignore Me] #102
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Re: Zealot Maxes need rebalancing


So, a Full Galaxy drop of scattermaxes was something normal on the game (at least on Waterson), now that the Vanu is doing the same, it means that they are OP?
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Old 2013-05-26, 04:52 PM   [Ignore Me] #103
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Re: Zealot Maxes need rebalancing


Originally Posted by Bravix View Post
I can tell you from experience that they are the bane of my existence while in a MAX.

Oh whats that? You're in a fully protected exosuit? TOO BAD CONCUSSION GRENADES STILL EFFECT YOU! They really are quite annoying. Don't know why people don't use them more, they're effectively an I win device.
Good to know.

The way I see It, ZOE is powerful in 2 main ways, compared to a standard VS max.

1) I hits harder
2) It moves faster.

It's main weakness is lack of defense.

The Conc nade basically negates the speed, and if it can't hit you, it can't deal the extra damage. It's also easier to kill thanks to the lowered resists. Now a VS max looses it benefits, and has its weakness exploited.
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Old 2013-05-26, 04:55 PM   [Ignore Me] #104
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Re: Zealot Maxes need rebalancing


Well there's nothing preventing said MAX user from simply deactivating the ZOE as soon as he/she is concussed.
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Old 2013-05-26, 07:07 PM   [Ignore Me] #105
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Re: Zealot Maxes need rebalancing


Originally Posted by ChipMHazard View Post
Well there's nothing preventing said MAX user from simply deactivating the ZOE as soon as he/she is concussed.


Yeah. Everyone seems to overlook the fact this ability is a toggle with no cooldown or anything. Just take your movement advantage when it ever it's beneficial for you, and turn it off when you would rather be able to eat more rounds. Guy above is correct pretty much right that you turn it on to rip Infantry to shreds with ease then turn it off to fight a MAX. This is because other MAX's don't need ironsights, and can afford to stand still while shooting, they can track you a lot easier while you strafe around like a cat on fire. So your better off just turning it off against them.

As for Concussion itself. It was conveniently nerfed in the same patch they added ZOE lol. Doesn't last as long as before, and needs to land much closer to the target for full effect. On the upside I think they buffed Flashbangs pretty significantly. I could see a LA player taking out a group of them with C4 that way.
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