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@UP_Hawxxeye wrote:
@Tank2042ManDoes that include wildcats with AT missiles? Because those can really mess up everything they hit. They do about the same damage as an M5 launcher.
I rarely use the Wildcat, too cumbersome to escape infantry attacks but early on I remember being ambushed by a Wildcat with the AT missiles but never noticed them being used since then.
If they work anything like LAVs in previous battlefields they are not very accurate over range so again as long as you keep your distance they shouldn't be a threat.
When I go hunting by the time the Wildcat works out what the hell is going on I've usually hit them twice already and they are 2 shots away from being blown up.
I seem to remember the LAVs in 4 or 3 were nerfed because at launch they were more powerful than a tank.
@Tank2042ManI started using the AT missiles since yesterday after a wildcat wrecked my vehicle with them from a really long distance.
Not only they are accurate at long distance, they can oneshot small to medium helis (with soflam). They are actually the opposite in that they are inaccurate when used at really close range.
So right now I am running the wildcat with the 57mm + AT rockets. If the team uses the soflam, the enemy vehicles are in a real trouble.
- 4 years ago@UP_Hawxxeye That is currently the issue, they are much easier to use effectively with little downside, their lock on gives them extra protection from ambush and spotting vehicles you would otherwise miss, the ROF of it's cannon makes missing a shot 200% more forgiving compared to if you miss a shot with a tank, the drop off of the wildcats shell is very minimal compared to the MBT so you will find unless you hit 100% of your long distance shots, or shots in general all the time, you will always be at a disadvantage vs this vehicle no matter what. Again, with thermal smoke not only still being broken so they can constantly hit you with an ATGM, and how deep thermal smoke is locked for MBT's with it's kill pool you have to play 7 times harder and position 10 times better just to get below average results.
- 4 years ago
@UP_Hawxxeye wrote:@Tank2042ManI started using the AT missiles since yesterday after a wildcat wrecked my vehicle with them from a really long distance.
Not only they are accurate at long distance, they can oneshot small to medium helis (with soflam). They are actually the opposite in that they are inaccurate when used at really close range.So right now I am running the wildcat with the 57mm + AT rockets. If the team uses the soflam, the enemy vehicles are in a real trouble.
Ok well let us know how you go. I'll see if I can upgrade one over the weekend.
- UP_Hawxxeye4 years agoLegend
@Tank2042Man wrote:
@UP_Hawxxeye wrote:@Tank2042ManI started using the AT missiles since yesterday after a wildcat wrecked my vehicle with them from a really long distance.
Not only they are accurate at long distance, they can oneshot small to medium helis (with soflam). They are actually the opposite in that they are inaccurate when used at really close range.So right now I am running the wildcat with the 57mm + AT rockets. If the team uses the soflam, the enemy vehicles are in a real trouble.
Ok well let us know how you go. I'll see if I can upgrade one over the weekend.
The problem usually ends up being that the team of random mooks do not soflam as often as they should so it is not that easy to experience the full potential of the wildcat with that build.
There is also the issue with the C5 drones deleting you and DICE's "genius" vehicle spawn punishment ensuring one will not be able to get a new vehicle anytime soon which kills my desire to use vehicles...
- 4 years ago
I'd like to re-rail this topic since it started to go the way of being a wildcat thread lol, another current issue with all the cannons currently is the reload time. I haven't timed it exactly but it is roughly between 4.5 - 5 seconds which coupled with a slow turret, leaves a lot of deadspace and time for the less than stellar damage to be dealt with your main cannon and makes fighting other vehicles rather clunky, or repelling infantry swarms much harder than it needs to be. The ammo count of 5 is also an issue, most times you are able to space out your shots enough to allow the 'magic shell' to replenish, but if you are in a high pressure zone, you will quickly find that you do indeed run out of shells rather quickly. if you are engaged with more then 1 threat that requires 2+ shells to kill in "rapid" session you will be run dry. With a "magazine size" of 5 this seems to imply a sort of revolver type system or loading mechanism, which can also be built upon for the different cannon systems.
- It can be implied that both vehicles are auto loaded, so building on this automated system, you can unlock several options to improve upon these capabilities in the form of "magazine size" increase, or storage in general, at the expense of not having unlimited ammo, thus having to rely on a resupply.
- Hardened loaders and fire mechanisms to counter EMP's (since being defenseless is a very fair and well thought out mechanic).
- Overclocking your reload mechanism to reduce reload time at the risk of overheating/accuracy loss -I don't know just throwing out ideas-
- A simple QOL option, A RANGE FINDER that is actually accurate outside of having to spot something mobile, and updates as you are aimed in on your target.
- Different optics, I find it odd that in the year 2042 suddenly tanks and other vehicles have lost the ability to see in different modes besides zooming with all the weather effects, and particles .
- Different cannons can also have different maximum angles, depending on the role they are filling, example being a more close quarter type system might get higher angles due to threats from building campers, or even the opposite, instead of cannon elevation, they get turret speed, to deal with close quarter encounters at the expense of lower elevation. Maps like Manifest are glaring examples of not being able to function in tight spaces and have an impact, especially when most of that map is not destructible.
I'm mostly trying to think of ways to "spice up" the tank arsenal, and not just leave it as "1 cannon = 1 shell typed" thus making it a predictable one trick pony. Multiple different munition types per cannon would be nice, building on the mechanics in general in terms of handling, loading, capacity, etc would also be nice. There are simply so many things just on THIS subject alone that could be done to make things so much less stale. And with how quick moving most targets are, the downtime of the current reload, the turret traverse sluggishness, and the damage profiles against most other vehicles leaves a lot of room for things to escape easily, and the punishment for missing is way above any other platform. Also to nail this home further, if you manage to hit a transport heli, it takes 3-4 shells to take it from 100 to 0, what pilot is going to sit there, for (if it's a 5 second reload time) up to 20 seconds while you shell them, IF you hit every shot. There also seems to be a deadspot on some of the attack helicopters, near the top where the engine for the main rotor is, and directly at the belly, these have been my most consistent "non registering" impacts, and I feel so robbed every time I see the explosion of my shell impact (and apparently it pushes the helicopter as well from the impact) and they just get to fly off, or worse, circle back and start pounding you.
Also am I the only one that finds it odd that the jeep and hovercraft take more then 1 shell to take out? (shell hit + machine gun fire)
ANYWAYS mild rant section done, those are some small concepts, my brain is slightly fried so sorry for the rambling!
- 4 years ago
@UP_Hawxxeye wrote:@Tank2042ManI started using the AT missiles since yesterday after a wildcat wrecked my vehicle with them from a really long distance.
Not only they are accurate at long distance, they can oneshot small to medium helis (with soflam). They are actually the opposite in that they are inaccurate when used at really close range.So right now I am running the wildcat with the 57mm + AT rockets. If the team uses the soflam, the enemy vehicles are in a real trouble.
Ok so I played solo and got my 600 kills to unlock the AT homing missiles. I didn't know they were homing missiles so I guess yet another beep beep to add to the beep beep nonsense.
In solo play they are fantastic and completely OP however when I tried using them online they are only good for self defence or catching other vehicles unaware.
Choppers and scouts will eat you up as soon as they find out where you are now that you no longer have your anti air lock on missiles equipped and tanks will use smoke and reverse out of danger even if you get lucky and hit them with both AT missiles before they pop smoke.
They will then regenerate health and peak out of cover and start targeting you at long range.
The Wildcat has slow reverse, nothing approaching the reverse speed of the tank and once you start taking damage you'll be lucky if the tanks, choppers and any enemy infantry in the vicinity paying attention, don't finish you off before you can escape to another part of the map.
Soflams are still rare in game so its not really a viable choice to choose the AT missiles to take on air.
The Wildcat is still best served playing far away from the action in a defensive role taking out choppers harassing your ground troops or at least forcing them to retreat. Offensive Wildcats will not last long before being blown up.
I'll be sticking with tanks who have great long range power, excellent speed in forward and reverse and much better handling than the Wildcat.
Anyway let me know how you get on with them.
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