4 years ago
Vehicle Balance! OP AGMs
AGMs sigh! Do i need to say more? there is NO defence to this nuclere missile that takes you out in one go in any light vehicle and heavy vehicles are left with so little health all it takes is a...
They need to rework all of them
There is currently a lot of overlap with roles and how over tuned and under tuned some platforms are.
I've mentioned before how a scout helicopter should not have an ATGM (or AGM as people seem to be calling them) as it now bleeds into the role an attack helicopter is supposed to fill, while also outshining it.
In this example its as simple as this- Have a ground target? Your scout helicopter has pointed it out, call an attack helicopter to clear said threat.
It's simply a case of (to no ones surprise) inbalance caused by 'everything should be able to do everything' except the everything aspect only applies to some platforms while others are left under tuned and struggling to even find the role identity.
ATGM's are broken, the current counter measure does not work properly and can be negated 100% of the time, and even if you spoof a lock, there is no actual meaningful time to reposition, and there is no place to use as cover besides small sections of several maps.
Couple this with the MBT having to fulfill a kill pool to UNLOCK Thermal smoke, you now have tanks that are free kills with 0 risk to air assets that have ATGM's unlocked because there is simply no counter besides the cheese of getting out of your vehicle. That should not be the most effective lock breaker, and even if you use this method to try and reposition your vehicle, you'll maybe get about 20 feet before needing to repeat the method again. Currently in regards to air vs armor, a tanks only option seems to be designed around "just get hit". But doesn't have the HP pool to support this apparent design mentality. Someone before mentioned the MBT has the best armor, and I am still waiting on an answer to my question of 'best armor in terms of what?' What does that translate to in game, outside of just numbers?
The smoke launcher cooldown is observably long for what it provides, and the up time on a target is extremely high for what a vehicle is provided to try and survive.
What boggles my mind is this is supposed to be a future conflict, why has the technology gone backwards?
I haven't played for about 2 months now, and my forum activity is a lot less, I've already said my ideas and made my threads so at this point my investment is pretty minimal until something changes.
@Anti-Tank-Killer wrote:There is currently a lot of overlap with roles and how over tuned and under tuned some platforms are.
I've mentioned before how a scout helicopter should not have an ATGM (or AGM as people seem to be calling them) as it now bleeds into the role an attack helicopter is supposed to fill, while also outshining it.
In this example its as simple as this- Have a ground target? Your scout helicopter has pointed it out, call an attack helicopter to clear said threat.
It's simply a case of (to no ones surprise) inbalance caused by 'everything should be able to do everything' except the everything aspect only applies to some platforms while others are left under tuned and struggling to even find the role identity.
ATGM's are broken, the current counter measure does not work properly and can be negated 100% of the time, and even if you spoof a lock, there is no actual meaningful time to reposition, and there is no place to use as cover besides small sections of several maps.
Couple this with the MBT having to fulfill a kill pool to UNLOCK Thermal smoke, you now have tanks that are free kills with 0 risk to air assets that have ATGM's unlocked because there is simply no counter besides the cheese of getting out of your vehicle. That should not be the most effective lock breaker, and even if you use this method to try and reposition your vehicle, you'll maybe get about 20 feet before needing to repeat the method again. Currently in regards to air vs armor, a tanks only option seems to be designed around "just get hit". But doesn't have the HP pool to support this apparent design mentality. Someone before mentioned the MBT has the best armor, and I am still waiting on an answer to my question of 'best armor in terms of what?' What does that translate to in game, outside of just numbers?
The smoke launcher cooldown is observably long for what it provides, and the up time on a target is extremely high for what a vehicle is provided to try and survive.
What boggles my mind is this is supposed to be a future conflict, why has the technology gone backwards?
I haven't played for about 2 months now, and my forum activity is a lot less, I've already said my ideas and made my threads so at this point my investment is pretty minimal until something changes.
Can't say for certain however I have noticed that tank CM now seems to stop AGMs if you deploy smoke and don't move.
Haven't fully tested it, so I may have just got lucky a few times I tried it yesterday.
Though it still doesn't overcome the problem of a long cooldown of tank CM and a much shorter cooldown for aircraft AGMs
On a related note I was playing 64 player US on Orbital and at one point I was being targeted by a Nightbird, an attack chopper and a jet all with AGMs!
I was constantly having to use the tunnel under the US rocket side to escape to, just one shot away from dying and even managed to take out their attack chopper but eventually I got taken out by a C5 drone operated by the very same chopper player I had blown out of the sky!
Massive face palm moment.