Either ZOE needs nerfed, or TR max needs buffed

Discussion in 'MAX' started by Pat Cleburne, Jul 22, 2013.

  1. Nobalification

    We can get much more magazines to weapons. Precise Fracture must be precise not like now. TR MAX must have as only one MAX type Thermal optic (because we can, we are TR, we are army not like you VS or NC). Why we must have something what looks like ZOE (our technology from PS1). Get to our MAX two little drones wich provides nano repair as passive. This drones can be destroyed but can be replenished in terminal. Our MAX dont need more ROF or Damage, our MAX must have small rocket launcher on left or right shoulder wich have smaller damage than grenade and can be used only as anti infantry weapon. This weapon ammunation cost infantry points.
  2. Shiaari

    Zealot Overdrive affects different Vanu MAX weapons differently. It gives the greatest boost to the Comet anti-vehicle launcher, and the least boost to our anti-personnel weapons. In fact, for anti-personnel I highly recommend NOT using Zealot Overdrive except maybe to move around faster, but definitely turn it off when you get into a fight, that is unless you're hunting hostile MAXes with a pair of Comets. In that case you're a MAX assassin. Play on.

    The OP may be encountering Comet MAXes with ZOE, and if that's the case he's just SOL.
  3. Purg

    Not really all that interesting. I use my TR/VS MAX as all-purpose, I'll use my NC MAX for CQC only fighting where there will be a lot of enemies in which I can dictate the engagement range with loads of support behind me. I'd guarantee that my NC MAX has a K/D 5 times that of my TR and VS MAX for that reason alone.

    Playing on Connery the last couple of days as TR/VS, saw two BioLab alerts across all continents. First one VS won 5-4 vs TR, second TR won 5-4 vs VS. NC was unable to cap a single BioLab - the apparent bastion of the NC MAX.
  4. Hathunter

    Though I do think the TR Max Lockdown is pretty terrible at the moment, I have no problem with ZOE (which is pretty awesome, in my opinion).


    One extremely simple thing that would improve the Lockdown MAX unit's survivability, against infantry at the very least is simply the ability to crouch. Hiding behind railings, rocks, etc. would allow the max to take cover when rockets start flying or being concentrated or for the duration of "unlocking".
    I imagine it'd help against vehicles as well since one could quickly re-emergy, fire off few rapid shots thanks to the ROF buff and hide again, though taking lockdown against a tank might not be the best idea.

    Other simple buffs could include lowering the time it takes to activate lockdown. I bet the ZOE max would agree with this :p
    (since activating/deactivating ZOE is instant).

    Opinions on these suggestions?
    • Up x 1
  5. Erendil


    :eek:


    Rank 5 ZOE turns a dual Cosmos or Quasar setup into dual SAWs. ~200 damage per shot. That means 3 bullets from each arm to kill softies with Nano4. Nano5 would have 50 health left. It also extends the range with which I can still kill non-Nano users with 3 bullets from each arm before damage degradation requires a bullet from a 4th volley.

    It's also great for Blueshifts/Nebulae, letting them get a kill against non-Nano users in 6 shots (3 from each arm) instead of 7 (requiring a 4th shot from 1 arm). So their TTK is essentially 33% faster against someone not using Nano since they don't need a 4th volley-pair from their arms to get the kill.

    Combine that w/ ZOE's strafe ability, making me a ***** to hit by the enemy w/ rockets and such, WTF would I not want to use that in battle? :D
    • Up x 2
  6. Spude

    NC hacksaw max wins anything 1v1 in CQC ( all capture points in planetside 2 are CQC).

    As TR i lost to nc hacksaw max while i was defending capture point with my 2x mutilators and rank 3 lockdown(about30+ RaF) we both reacted the same time and he killed me in 2-3 sec without even needing to reload, we both were 100% hp and when i died he still had 50% of hp.

    I actually think NC max can 1v1 ZOE AI max at point blank range easily if ZOE gave dmg taken increase to VS max, but still ZOE maxes with 2x comets are OP. They destroy tanks / everything too fast and ofc run like hell.
  7. Donaldson Jones

    I don't mind that it's just the part where the lock on rockets turn 90 degrees and can go through over or around gate shields...that's the part that is ta mess.
  8. IamDH

    Well if you lockdown infront of a MAX........
    The problem with the NC MAX is its limited range.
    I PROMISE you if you walk 10m away you wont even get damaged
  9. OldMaster

    We already have this weapon: it's the pounder!
  10. SternLX

    ZOE is very situational also.
    If you run with it on at all times you're just making yourself target priority #1 for any group of Infantry that has 4+ members in it. And most newb ZOE drivers never think to turn the damn thing off when they start taking loads of small arms fire and find themselves dead in no time flat, wondering what the heck just happened, and why is no one reviving you?

    You can play a ZOE MAX 2 ways. Like an LA; Hit and run small groups of Infantry. Or as point defense with Engy back up.
    Either way has a very specific loadout that makes it very situational.
    2 Examples of how I run'em if I want to survive for any length of time.
    Doing hit and run? Dual Nebs + Kinetic 5(get it as soon as you can, 87% resistance to small arms), only pop ZOE on to engage small groups and moving quickly from place to place, cover to cover. Otherwise leave it off!! Unless you like making yourself a giant Neon sign that says "Shoot me, I'm squishy!"
    Doing point defense? Dual Blueshifts for better accuracy at range + Flack Armor; you WILL be taking rockets at range so Engy's are required. You can run ZOE on pretty much full time in this situation while keeping some cover close by(usually were the Engy is hiding).

    Now, to address the OP's topic of this thread... 0_0 << that's pretty much all I have to say.
    Sure I could go on some long winded rhetoric why I think you're Biased in your opinion and tell you all about my Adventures with dual Onslaughts + Kinetic 5 on my TR alt... but I think the Care Bear Stare sums it up quite nicely.
  11. Scan

    Finding this whole topic quite interesting.....

    Just today, being absolutely fed up getting my **** handed by ZoE maxes, I remembered ZoE maxes, take increased damage. So I decided to get into a MAX myself, equipped a chaingun left and right, yell in a Rambo like fashion whilst firing away, and beat 2 ZoE maxes in a straight up fight, simply by unloading into them, remembering they were taking more damage than I was, and not back down.

    Could very well be these two happened to complete and utter noobs, but I know for a fact one of them was lvl 54. Got the sense that they overestimated their own MAX units' survivability.

    Few hours later, a VS Max (not ZoE) completely destroyed me with dual anti-vehicle weapons though...

    I think just the idea that people planted in their brain: "ZoE MAX is overpowered" is only helping them maintain that position, since nobody stands up to them, and runs away. I am seeing TR taking cover in the MAX, because they think their max is underpowered, when in fact, they are not.

    You just need to equip the correct tools, for the correct job. ZoE Maxes are strong in groups, against players who are unorganized. They have superiour mobility and firepower, but they are also more fragile. If you have a few people focus firing on them, they go down quicker than any other MAX.
    • Up x 1
  12. NiteJazz

    I'm not gonna say ZOE maxes or VS maxes period are balanced, because I don't lie. I think The comet does too much damage, and blueshifts have too high of a RoF. See, VS maxes received a buff right when TR and NC maxes were nerfed. The NC max is still decent, just stay away from distance fire-fights. But the TR max loses in almost all situations.

    Paired with the pitiful lock-down TR maxes are like a sign saying "C-4 here." When lockdown first came out, I thought "at least we can take out aircraft fast", but i was wrong. Lockdown was nerfed. So now, TR has a useless ability and VS and NC dominate in their ranges.
    • Up x 1
  13. Rhapsody

    The ZOE only needs the one thing it has ALWAYS needed, since it was added to the game. Some type of cooldown between activating and deactivating.

    The only thing making it seem overpowered is the ability to flip it on and off like a lightswitch.
  14. gideovames

    alright i dont know if anyone else looks at it this way but the greatest boon that zoe gives to the vs max is the speed
    and that's the part that i think most infantry will agree is the problem

    typically, as an infantry class, you'll handle maxes by either focusing fire from range and using cover advantageously or you'll kite them cleverly and keep them out of their killing ranges or try to bait them into explosive traps
    the problem with zoe maxes isn't how much damage they deal - i really doubt anyone on the ground cares about that - it's the fact that you can't get away from them anymore, you can't beat them with maneuverability: the zoe has free reign to choose engagements and pursue them while keeping fire going downrange, they're just too damn fast

    this is a big problem because there are two ways to handle a max on the ground
    overpower them
    or avoid them
    overpowering a max alone can be done, but it's not anywhere near easy (and it isn't supposed to be, either)
    avoiding them is usually a viable option


    i know that most people who play vs max consistently (or at all, really) aren't gonna want to hear this but the movement speed needs to be reduced down to like 10% or removed completely, at least as far as balancing groundgame is concerned
    and honestly i'd be pretty on board with them getting another 20% damage boost to make up for it (though that would really mess up their AA balancing)
  15. Xasapis

    ZOE is movement and movement is ZOE. Removing the movement bit is removing the ability.

    I have no solution for this. According to any information SOE cared to share with us, the MAXes right now perform identically. So if this is still correct, why would somebody nerf an ability and mess with the balance, despite what the forum goers think?
    • Up x 1
  16. Nobalification

    so what about double damage and really small reduce armor? hmm i think this is not about movement . . .
  17. Xasapis

    The what? Damage increase is 5-10% depending on weapon (more with AV weapons, less with AA, mid with AI). The main reason everybody suggests that you shut down ZOE when you're forced into 1vs1 is because the damage you receive (30% increase) is considerably higher compared to to the damage you are dishing.

    I think you got the situation all backwards. The main advantage of ZOE is positioning yourself in an advantaged position, run away fast from trouble and keep up with infantry, both supporting and attacking outdoors. The actual damage increase is so minimal that if they'd removed it tomorrow, noone but people using AV weapons would notice.
  18. Mxiter

    NC
    Scatter-
    24,731 Kills
    5,036 Unique Killers
    4.9 kpu

    Mattock-
    5,728 Kills
    346 Unique Killers
    16.56 kpu

    Grinder-
    9,610 Kills
    792 Unique Killers
    12.13 kpu

    Hacksaw-
    19,281 Kills
    1,224 Unique Killers
    15.75 kpu
    ===========

    TR
    Heavy C-
    22,592 Kills
    5,275 Unique Killers
    4.28 kpu

    Mercy-
    20,399 Kills
    1,587 Unique Killers
    12.85 kpu

    Mutilator-
    14,659 Kills
    1,311 Unique Killers
    11.18 kpu

    Onslaught-
    5,361 Kills
    426 Unique Killers
    12.58 kpu
    ===========

    VS
    Quasar-
    31,350 Kills
    6,125 Unique Killers
    5.12 kpu

    Blueshift-
    24,630 Kills
    1,420 Unique Killers
    17.35 kpu

    Cosmos-
    16,335 Kills
    1,256 Unique Killers
    13.00 kpu

    Nebula-
    11,423 Kills
    683 Unique Killers
    16.72 kpu
  19. Xasapis

    Not my words. Ask Clegg ;)

    Maybe he merely meant in battles between them. I can't think how a more versatile MAX can produce the same results as a more specialised one, unless everyone is stuck in situations that favor it's specialisation.
  20. Thuggernauttt

    Nerf
    Nerf orion
    Nerf tr striker
    Nerf tr medic Tar- NUC abuses this to the extreme with their medics
    Nerf tr fractures
    Nerf tr maruder

    Buff gauss saw
    Buff vsnguard shield ( worst tank)
    Buff reaver

    Nc are losing players in droves to TR

    TR is superior in every way with thrir vehicle spam and control of air with strikers.