I get what you're saying, yea trying to hit an mg with explosive rounds is slow and a lot of players can avoid it. Smoke works though. You have to do it right, but it works. There is nothing an mg can do in a smoky environment. It literally becomes useless. If it backs up, you can just smoke it again. It becomes quite the micro burden. |
I put up a post with a similar idea almost a month ago, but I want to say that having to define it per squad would be a micro burden. I think global retreat path or even a weight that influences the path in a certain direction would be more useable in game. |
If the puma comes in to hunt the aaht, it's done for. You do not send an aaht into enemy territory guns blazing and beat puma. Think about what off-gaurd means. Usually the puma is hunting something else and for some reason(like a shot blocker, as I mentioned) the player was not aware of the aaht and the encounter begins at close range. Puma does not even need to come into range of the canon to destroy the ht in like 2 shots.
I've seen 3 results from these situations.
1. player flees - result puma always wins, minimal if any damage to puma
2. player keeps still and fights - aaht CAN win, depending on situational factors
3. player keeps still and fights - aaht destroyed, puma severely damaged |
I just tested the Puma vs AAHT 10 times on medium range, even with AAHT shooting first. It never killed the puma in one volley before the reload (8 sec reload). So in order for Puma to kill AAHT it needs to be at 80% hp max, not targeted at all by the puma and used by a retard.
So please let's stop the BS about AAHT being used to kill a Puma. And English is not my main language but I can still fuc**** read what you have said.
"I literally did it 2 days ago to a puma that was trying to finish off my teammates Cromwell" why did you use such a BS scenario to say that the AAHT is good vs Puma. If you want to compare, then use the scenario where the Puma is aware of the AAHT and goes for the kill, AAHT will never survive. You know... One time my Rear echelons killed a full upgraded falls because falls were busy gunning down my rifleman... Or that time when my pioneers killed a fully upgraded guard squad because the guards where running after a damaged stug.
You have to catch it off-gaurd. Anyone saying they just straight up solo a puma is lying, unless the puma missed a shot. You need to catch it off gaurd, preferably from behind so the machine guns do damage, and the turret is on the opposite side of the puma. It's not a common thing to do and it's very risky. having a rifle or two around to snare helps a lot too. You can also get past the 8 second reload by using tru sight to bs with puma until the reload finishes. Usually if you are doing this, there is some kind of shot/sight blocker around. All the times I have pulled it off, there was something that blocked sight and interfered with the targeting of the puma. |
Yes we know every USF has been nerfed to the ground...
On the other hand bazookas is not really relevant because using M20 to lay mine which was the original topic has become a lot cheaper (100mp /20mu/2 pop).
There was no mu savings in dropping a mine. It looks like you threw in the armored skirts change, but you don't need skirts for mines. Laying mines where the enemy can notice is dumb, so it should never be seen doing that. |
Anyone want to let Vipper in on the obvious? |
It's performance has been pretty consistent. They made it build faster and reduce the costs associated with it, except the mine which is awesome(you guys need to campaign to nerf that next). |
There isn't much cutoff play in 4v4. The attitude is generally all or nothing on a +7 fuel. Funny because you can cache one point to get +6, not that far off for all the resources people pour into fighting over a +7. |
I think that's a pretty fair assessment. I think an overhaul of the matching system would actual make it easier for us to determine where there are balance issues.
The current system is making a lot of messed up matches(this can be proven and was recently when a user posted his matchups with user ranks). The system should not be mixing people with such disparity in rank. I understand how they can think it's fair on a mathematical level, where you make sure the sum of the ranks of each team are close and award points based on the disparity. However, there should be a limit in this disparity. The current allowance is way too great and makes impossible games. From the above formula, mixing a good player with a 3 people in the total noob category to go against a team of 4 in the mediocre category does not make a fair game. It makes for very frustrating experiences.
I would say up until level 10, players should not be matching outside their level by more than 1 point. So no putting a level 10 player with 3 level 8. Above 10 you can start allowing more disparity because we can be confident the players at least have a deep understanding of the game and an acceptable level of micro to be able to respond to multiple encounters.
This would also solve a lot of the stupid stuff that happens in games with players that like to play like crap and blame their allies. People that like to throw games by destroying their teamates bases. I still can't forget this game where this completely useless british player was carried the whole game, which we lost, and once he got to land mattress, he ONLY made land mattress. Everyone in the game had stolen his land mattresses, it was completely stupid. These joke/noob players should be permanently stuck in the lower ranks instead of randomly getting matched with people that are being competitive. |
That mine changes games, so yea it's worth it to me |