1 AV Lockon HA vs 1 tank

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TheRealMetalstorm, Mar 20, 2013.

  1. Chug

    Drive to a safe place, Get out of the tank, run up to the elevated position and jack the fool from behind. HA tank hunters never expect it.
  2. Crashsplash

    Yup.

    Or drive a little away, put your strongest armour towards him, jump out and continually repair while he runs out of ammo (assuming it's only 1 HA).

    But, I think I get your point. There are a lot of ways for squishies to destroy a tank that has found itself in a bad position, the best of all tactics is not to get yourself in a bad position in the first place or take friends.
  3. TheRealMetalstorm

    Hmm, so if its engineer + AV lockon ha vs tank,
    it's effectively stalemate, tank is hard pressed to approach and will probably drive away in boredom,
    or tank has to aim to kill the HA.
    Personally I run AP rounds in my tank, and I'm used to hitting infantry
    but does this mean that it takes finesse to eliminate this threat that can be fielded by anybody?

    how many HAs should it take to turn a HAs + 1 Engie vs MBT fight to the HAs?

    I'm actually wondering if it would make sense for engineer ammopacks to not resupply explosives e.g. Underbarrel grenades and all types of rockets.

    And also lockon (only lockon, not dumbfire) rockets costing 5 or 10 infantry resources.
  4. Konfuzfanten

    Yes PS2 is a FPS, so you need to aim to kill your opponent. I know its strange and for some reason it surprises vehicle users.

    To be effective? 3+ HAs, 2 HA cant do it fast enough for the tank not to drive away.

    It makes no sense.


    Its a deal, as long as you make every single vehicle splash weapon cost 5-10 vehicle resources pr shell/round.
  5. TheRealMetalstorm


    You seem to think I'm poor with aiming. Wanna wager US50 (or more, your choice) via paypal on a 1v1 in CS 1.6 ?

    Anyway,
    Do I infer that 3+ HAs can kill the tank fast enough to stop it from driving away, and that 1-2 HAs can force a tank user to drive away?


    I believe that vehicles are meant to be feared.

    Why?
    If infantry cannot effectively counter armour (right now, if there are 1 engineer + 19 HAs with AV lockons, and 10 MBTs, the HAs will win.) then they will be forced to call in their own armour or air support.
    Makes the game a little more dynamic - every action each faction makes must be countered by an equally drastic action. E.g. OPFOR pulls MBTs, DEFFOR pulls their own MBTs, OPFOR reacts by pulling Air, DEFFOR pulls AA, OPFOR attempts to sabotage AA. So whoever reacts fastest and most accurately wins.
    Ideally.
    Right now, it's:
    Enemy is footzerging, HAs ready your LMGs.
    Enemy is pulling Armour, HAs ready your Lockons.
    Enemy is pulling Air, HAs ready your Lockons, and 2 of you pull dual bursters.

    This discourages "tactical" moves by the attacking faction since there is little to no reward for pulling out of a fight and grabbing air/armour.

    This degrades combat into endless footzerging, or spawn room shelling.

    Do you really want your "Loadout 1" to be an effective deterrent or even a proper counter against almost every other setup in the game?
    • Up x 1
  6. p10k56

    As was mentioned before cobalt is the answer to any HA threat specially with buffed zoom it is almost automatic sniper rifle.
    • Up x 1
  7. Novmiech

    1v1? Repair - count his hits. Then LoL when he runs out of ammo, but lacks the actual dps to kill you.
  8. Psaldorn

    Implying you are entitled to be able to cert against everything.

    You gave one scenario and asked for solutions. Smoke is a solution; It renders you more vulnerable to other tanks that's the nature of specialisation.

    Also: the tank abilities are relevant in these situations:

    Magmower: launch at him and run him over (if accessible, if not then you lose nothing by dropping it)

    Lockdown: increases chances you can land a few shots at him

    Shield: Increases your duration in the given scenario.

    I'll tell you what will likely happen though: you get fixated on your target, an enemy MBT rolls up behind you and blasts you into oblivion.

    My tactic would be to spot him (so friendly infantry and snipers get involved) then find some cover/proceed with my mission/try and flank him (delete where applicable).

    Alternative: drive your tank as a sniper, then you can get out and headshot him. You lose the ability to repair, but this is a team game so.. specialise and combined arms.
  9. Psaldorn

  10. Psaldorn

  11. Konfuzfanten

    Yea i think you are poor at aiming since if you have problems killing a solo HA hitting you with the rocket launcher.

    If the tank driver is your average poor aim guy then yes. If he isnt then the 2 HA wont stand a chance.

    PS2 is a FPS, and should be balanced towards 1vs1, if you are so pro at aiming you should have no problem with vehicle-vs-infantry balance in PS2.


    10 MBT vs 10 HA = MBTs wins hands down.
    10 ESF vs 10 HA = ESF's wins hands down
    10 any vehicle vs 10 HA = the vehicles win.

    You wanna know why?
    Because the vehicles has one-shot-one-kill weapons that has spalsh dmg, while on the other hand the HA needs to actually hit the targets to dmg them. In the end the HAs will kill a few, but all die to the aoe.

    I can see you dont play a lot of infantry.


    ohh and do plz post your in-game character name, since there is a very nice feature that shows your accuracy.
  12. Notyoz Tacoz

    Class Vs Class comparisons for this type of game are an excercise in futility! This is a "Combined Arms" type of FPS using Massive Scale Maps, which requires the proper combining of SUPPORT units/Classes for the type of battle at hand, offensive Support for attacking, defense Support for holding and/or repositioning.

    Just blindly comparing One Tank Vs One HA is not at all what this game should be about and DEFINITELY should not be used to determine whether or not something is OP (Over Powered) or UP (Under Powered) in the game. Already this discussion has started to include Engineers for both units, even though the original statment was using a One Tank Vs One HA example.

    This 1v1 comparions also gets VERY complicated when having to add the multiple Cert Builds for each unit. Is the "Tank" you're using for comparison fully Certed? Is the "HA" you're using for comparison also fully certed? If so which Certs are each using? Is the "HA" using Restoration Kits or Medical Kits that will help buff him against splash damage? Is the "Tank" certed for Smoke Screen? There are several more examples but I think this is enough to demonstrate the large number of variables to consider before deciding an outcome.

    Now how about the skill of each player? Are both New Players? Both Average Skill players? Why does this make a difference? Well, a skilled player will know how to use cover, how to be best Certed against the threat their facing, how to maneuver to gain advantage against their opponent and best methods for targeting in order to obtain a high ratio kill shot. Again, several more variables to consider on top of the Cert builds.

    Finally, if you're any kind of HA player you're not placing yourself in a 1v1 situation with Tanks anyway. Do to the extended lock on timers for HA's, it just doesn't make sense to take on Tanks unless your traveling in a Squad with the proper mix of HA's and Support units. Keep in mind when I say an HA 1v1 Vs a Tank I'm refering to NO help at all for the HA, no Supply Terminal nearby, no Sunderer to resupply nearby, no Engineer nearby and no Medic! However, a group of HA's with support are very deadly to a similar size of Tanks, remember, HA's can be revived when killed, Tanks, once destroyed, can not be revived!
  13. TheRealMetalstorm


    Briggs (AU) "immaNeenja"

    According to stats, about 7,000 of my 17,000 kills are with vehicle weapons.
    This means that 10,000 of my kills are infantry-based.
    I play infantry. A lot of it.

    Okay, let's wager US150 on a CS1.6 1v1. PM me to arrange. You have nothing to lose, since I have really poor aim.

    Also, good luck hitting a HA that's showing only his face to lock on and ducks back once done firing, at maximum infantry render distance (outside a big fight)
    On my 1080p 24" he's about 2-3 pixels across.
    #youhavemadskillz420yolodubstep
    ok, so a HA vs a tank should be 50-50. Hmm, interesting.

    "HA needs to actually hit target"
    Lockon, LOL. so easy. If they flare/IR, just wait, if they retreat, then haven't you won?
    10 HAs on a hill exposing only their heads to an armoured column, will easily destroy the tanks.
    Heard of annihilator squads? I've been part of many.
    Many, many, many.
    Also, mad certs being part of one.

    AV MANA engineer with tank mines and a UBGL on his carbine settles about nearly everything.
    MAX? tank mines, wait around corner and boom UBGL max dies. Resupply grenades with ammopack.
    Sunderer? 4 rockets from his AV MANA and the sunderer is down.
    Lol.
    Infantry? UBGL has great AI ability if the user can handle drop. Anything closer than arming range, and the engineer can try to use his carbine, but might lose to a HA.
    Sounds pretty fearless to me.
    Let me clarify - this class won't outright own every other class there is in the game, but it threatens nearly every single one, except air.
    Nearly every single class (every one, except air) cannot ignore it.
    How many classes can ignore an infiltrator? Quite a fair bit.

    I know you really love being able to threaten every class in the game with your "Loadout 1", but hey, I don't blame you. You're part of the new generation of gamers. But trust me, soon you'll appreciate having the training wheels off :)
  14. Stormlight666

    Tank, since he's an engie and can just aim front armor at the missile then hop out and repair until the HA runs out of ammo.
  15. TheRealMetalstorm

    look back at the post you quoted.
    HA has access to ammo from engineer.
  16. Wasdie

    How stupid is the tank driver? Is he going to sit there and take a few rockets in the rear of the tank or is he going to turn his most heavily armored side in the direction the rockets are coming from and watch as the HA runs out of ammo.

    I do this all of the time in my lighting. I can soak up a good 4-5 lock-on rocket hits from the front of my tank when I have my frontal armor activated.

    That + IR smoke and lock on rockets haven't been a major threat since they nerfed their distance. Before it was a bit crazy. They still do kill me, but only when I really asked for it.
  17. TheRealMetalstorm

    MBT vs HA+Engie, MBT facing wherever he wants. Starting from edge of infantry render distance.
    IMO Tank is forced to retreat if the HA only ever shows his head and pops back into cover once done firing.

    Smoke as a solution, to me, is a little wacky since it'd more or less be forcing MBTs to cert smoke in order to play.

    From my experience, it takes about 3 tries on average to hit the offending HA if he's standing still and only showing his head.
    If he continually strafes while only showing his head (from an elevated position) then he can get quite a few shots off before I will be able to hit him.
  18. Wasdie

    Now you're changing the whole parameters of the argument. So if you want to actually make a point, stick to one thing. Stop moving the goal.
  19. TheRealMetalstorm

    :eek: omg!
    but i don't blame you, most lads don't have enough patience to read through the thread before they post. oh well, lol. won't take your insults personally.
  20. Wasdie

    :eek:

    That's what was responding too. You are the one that keeps changing the parameters of your argument.
  21. Duff_Chimp

    First of all lockdown really isn't that useful. What could be more useful than staying alive over dieing, many a time smoke has saved me, can't say the same for lockdown. Currently i can pop smoke every 20 seconds, in big battles where there are heavies with lockons are by the bucketload i would say smoke is essential. Otherwise just useful, take it or don't take it, your choice...