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2012-12-09, 05:12 AM | [Ignore Me] #4 | |||
Master Sergeant
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ESF + rocket pods = best counter. Liberator + Zpehyr/Dalton = natural counter. Don't know why you people whine about Magriders, I really don't. |
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2012-12-09, 08:19 AM | [Ignore Me] #5 | ||
Sergeant
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"Don't know why you people whine about Magriders, I really don't. "
You may not understand why people are so frustrated with the magrider but the reality is people are and have been ever since beta. It's not even a tank. It moves and controls like a soldier but only 10x faster, with 10x more armor, and 10x the damage. You can counter tank with air, but that does not address faction tank balance. Two completely different topics. |
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2012-12-09, 08:37 AM | [Ignore Me] #6 | ||
First Lieutenant
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Magriders seem pretty powerful, until you get them in an enclosed space. They still suffer from the same weakness as other tanks, where infantry can pop out of buildings nearby and wreck them (even with dumbfire), and they can't do much about it. It may even be worse for them if they have less armour than the other two (I don't know if they do, because it's not very noticeable).
They also don't like crags and ditches. A few times now i've been able to chase down badly damaged Magriders on foot and destroy them, purely because they found themselves slowed by the non-flat terrain. A Magrider in very rough terrain quickly loses its mobility advantage. |
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2012-12-09, 08:52 AM | [Ignore Me] #7 | ||
Sergeant
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The Magrider is mostly too strong because it has basically the same armor as others tanks even on the sides, less bullet drop, strong mobility and the Saron AV turret on top of that.
A good balance between a classic and strafing tank is BF2142 : same gun so same bullet drop, same armor, same secondary gun, the only diff is the strafe and fixed gun and it is enough to alter the gameplay entirely. |
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2012-12-09, 12:32 PM | [Ignore Me] #9 | ||
Corporal
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This isn't rocket science. The vs have the strongest starting position on the map in that they aren't coming out of the warp gate check by jowl with another faction.
Just like the vs generally avoid amerish except biolab farms, because the starting position is absolute trash with the faction tech plant closer to the tr warp gate and 2 mountain ranges away. The only thing worth doing there is defending the biolab. Everything else is not fun, except flying. In short, esamir great for vs. Amerish trash and probably influenced by Malorn, a self interested, lying, and corrupt fuck. |
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2012-12-09, 09:09 PM | [Ignore Me] #12 | ||
Major
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Well at least you can cut off the Vanu's Magrider addiction by taking the Tech Plant. But they always respond at least on my server by spamming Liberators. If they can't have their OP tank spam no one will lol. Vanu Infantry continue of course to be mostly a myth except for the Mag drivers who get out an flip the points sometimes.
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2012-12-10, 04:29 AM | [Ignore Me] #13 | ||
Private
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I feel like Vanu have the advantage on Esamir due to the higher accuracy and lower recoil of their weapons. Overall, I don't like dueling with VS players at longer ranges because it tends to go against me. On Esamir, there's a lot of flat, open space with not that many areas to take cover. It's easy for an attacking force to sit back at long range and pummel a facility to prevent the defenders from being able to break out effectively.
In this same vein, I feel NC are strongest on Amerish where there is plenty of cover to hide behind and ambush with NC's inaccurate, but strong weapons at close range. |
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2012-12-10, 05:14 AM | [Ignore Me] #14 | ||
Sergeant Major
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VS own Esamir because they have the easiest access to the single tech plant. Same reason they are not present on Amerish.
This is what happenes when you make uncappable continents and warpgates - the map layout defines territory control, not tactics and strategy. |
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2012-12-10, 05:30 AM | [Ignore Me] #15 | |||
Lieutenant General
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Malorn is from the TR Enclave outfit. Besides, Malorn thinks the map still needs a lot of work. So to say what you just said is... pretty damn stupid random lashing out. NC have the worst position on Amerish, but it is the best starting point of all three current continents for NC and relatively fair. VS have the mediocre starting point on Indar and Amerish, best on Esamir. TR have the best on Indar and Amerish and the mediocre one on Esamir. VS have easiest access to tech on Esa, TR easiest to all three techs on Amerish. Indar is reasonably balanced, but bottom warpgate zergs are pushed into each other a lot more than they can go north to fight TR. |
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