Please when the items below will be balanced? Some were overnerfed and others do not perform as expected ... MJOLNIR BANSHEE ZOE FRACTURE PPA
PHASESHIFT APHELION BB / PM ARCHER SPITFIRE BEAMER MAGRIDER + VANGUARD G2A IMPLANT DROP RATE EOD HUD FULL-AUTO SCOUT RIFLES SEMI-AUTO SCOUT RIFLES VORTEX VS+TR MAX AI VEHICLE AI RADAR DIRECTIVE WEAPONS: CHAOS (and propably the other shotguns, too) SCORPIOS SHURIKEN THE IMMORTAL (you become very mortal when using it... maybe give it Suppressor + Flashlight?) HEAT MECHANIC FOR ALL VS DIRECTIVE WEAPONS!!!11 Banshee is okay, when you consider that the Mossy has the best Rocket Pods. Buff Banshe <=> Nerf Hellfire Rocket Pods
Half of these are just very situational. The other half do need buffs. A couple are fine. The archer is an excellent example of a gun that's great at it's job - it's just that it's job doesn't come up much.
There's almost always MAXes.... I like the Archer, I just use it with AI MANA turret and a solid fast firing pistol (yay Beamer!) I feel perfectly viable as an asset with Archer... I just use Turret more than usual (actually have a REASON to use it really, and as much as possible)
Yeah, but you're better off with almost every other anti-MAX tool in close range, where they prosper. Long range MAX engagements are far more rare, or end very quickly.
"Every other"? The only other anti-MAX tool Engi has is AV mines (which I use too) and I peek-a-boo with it against maxes using doorways etc. Sure, rocket might work, but I try not to play much HA in inf fights. I don't rack up kills or anything, but steady resupplies and good turret usage does well enough.... and in a pinch I ghetto shotgun pistol swap finish.... also never roam alone, always stick with groups who can work more on the approaching infantry (or finish the enemy I dropped the shield on from my body shot) It's a more supportive role
Doesn't engineer have C4 as well? Also, I meant cross class. C4 on all classes but infil, Maxes, Heavy anti-vehicle nade/rocket instagib, etc. I constantly switch classes in any given fight, and honestly have a hard time understanding people who really focus on one class - but to each his own. With that in mind - is a sticky nade stuck to the MAX + Archer headshot an Instagib? Does flak or kinetic affect that combo? Engineer is my least played so I really don't know. The Archer's something I wish I had the patience to get decent with, but every time I play engineer I'm constantly feeling like a nerfed Light Assault (which is totally not the case, but I can't shake the feeling damn it!)
I play multiple classes, and I use C4 for MAX busting as LA and Medic, but I find AV mines better on Engy kit since they're drop and forget traps. For ranged Anti-MAX however, the only 2 real options are Archer and RL's... and as I said I tend to play other classes in Inf fights. I dunno, sure, I could grab a RL and have an LMG I suppose, but I just like using the Archer, and having the AI Turret lets me largely discount the downside of giving up my primary. I actually usually do NOT pull Archer in fights, but I definitely will... and for Anti-MAX it's my favorite tool to use. Medic is probably my most used Inf class in Inf fights now, and while I have C4 it's more of a defensive MAX killer than offensive one... eg; MAX is coming at the door/corner I'm covering behind, drop a brick and run, detonate when the MAX passes it.
TR Rocket Pods are good at AI. NC Rocket Pods are pretty good at AI. VS Rocket Pods are better at AV. --------------rpm--damage--indirect----velocity----mag----ammo beaker.....218.....550......250.........250..........12.....12+60 hellfire.....300.....400......175.........250..........16.....16+80 photon.....253.....475......175.........250..........14.....14+70 --------------damage/mag---damage/ammo----reloads/ammo---indirect/mag------Time Empty Mag beaker.....6600..................39600....................5....................3000.................3.03 hellfire.....6400..................38400....................5....................2800.................3 photon.....6650..................39900....................5....................2450.................3.08 TR and NC fire 1 Rocket at a time, alternating from each wing. VS fire 2 Rockets in tandem at a time, 1 from each wing. VS Rocket Pods have a good Alpha Strike, and fire in easy-to-hit-big&slow-target slower pulses. This gives them an edge vs. most Vehicles. But the low Indirect Damage and fewer separate impact locations (fewer possible targets, slower firing salvos means slower response to adjusted aim, less/slower visual feedback to adjust aim), make it less productive vs. AI. NC vs. TR. NC Rockets have slightly better Direct/Indirect Damage, but fewer separate impact locations (fewer possible targets, slower firing means slower response to adjusted aim, less/slower visual feedback to adjust aim), make it slightly less productive vs. AI than TR Rockets.
Agreed at least 50% do not need any buff (automatic scout rifles? Lol). The Archer is instead just a stupid weapon. It has been made to fight Max Units but it's not nearly as effective or easy to use as Rocket Launchers, c4 or landmines. It's not bad but it fills a very small niche (microscopic I would say) and it's not worth giving away all the AI power.
Ok it can work but did we really need a specific weapon to do that?! Is it worth giving away your carbine? On Reddit there has been a very hot thread about moving the Archer in the turret slot and Bburness clearly stated devs were watching that discussion with interest. I keep my fingers crossed.
i would love to use ZoE again. right now its just suicide, expensive suicide. deal FAR less damage outside of 10m, take more damage from all sources at all ranges, suggestion? total revamp but keep the damage and speed theme, make it more "Vanu". (i posted this back in december) ZoE 2.0 duration, 15 seconds cooldown 30 seconds upon using the skill you now get a heat bar, the more you fire the more the bar fills up (like normal heat bars) as the bar fills you deal more damage (5 stages, 4%, 8%, 12%, 16%, 20%) and move faster (2%, 4%, 6%, 8%, 10%) if the bar overheats however, you get the complete opposite effect while the system cools, as it cools down over several seconds you will deal less damage (20%, 16%, 12%, 8%, 4%), and move slower (10%, 8%, 6%, 4%, 2%) both effects gradually falling off as the bar cools. overheating also ends the overdrive early. ranking up the skill could slow how quickly the heat bar fills, at higher rank it could fill slower to allow you to more easily stick around the "sweetspot" top end of the heat bar.
True, but aside from A2A combat, the Banshee/Hornet combo is probably the most versatile A2G-focused loadout across the factions. An argument can definitely be made for Air Hammer/Hornet though.