For the Love of God VS Maxes are OP...

Discussion in 'PlanetSide 2 Gameplay Discussion' started by =ADK= Turrican13, Aug 16, 2014.

  1. DorianOmega


    This doesn't prove that they are OP at all, and the fact your pushing for this based off stats is just not a great way of going about changing maxes because AS YOU said, its objective info (and its lame), your KD with them is irrelevant, my KD with them is irrelevant, I bet my KD with a reaver is also twice as much as my infantry play, does this mean ESF's are soooo OP as well?
    No, I just now how to basically use the reaver with some proficiency, now looking at the reaver stats youl find they are usually lagging behind the other 2 factions ESF, this DOES NOT MEAN the reaver is UP or the other 2 craft or OP; based on the logic your presenting we should nerf the living crap out of anything that isn't basic infantry play because it might be "OP" as reflected in stats the way a tank or ESF could VS infantry might show.

    Its just short sided to only look at the stats and make a change based on that alone...
  2. Person7man


    Umm.... Is there a different connery server? *Insert Sarcasm* Because the one I play on never has VS above 30%, and NC are ALWAYS above 35, mostly even 40%. Pulling maxes against ADK zergfests seems like a logical and applicable way to counter your low BR infantry zergs that don't have access to proper AV weapons yet.
  3. Donaldson Jones

    Overpopulation of a particular unit is not necessarily indicative of an OP weapon. Numbers are power, if we (Connery VS) are pulling lots of MAXs it's probably because we can (due to resource revamp). I would argue I've seen a large number of TR MAXs as well. NC MAXs being kinda situation based have increased but not as much as VS/TR.

    Besides, I'm not sure whats driving this rant, in the last day you died to VS Max weapons 4 times total. You died to the RAMS .50 5-6 times in a row no less.
  4. Axehilt


    With Reavers (and all vehicles), they're part of an outdoor combat ecosystem. There are checks and balances there. Lots of enemy air? Field some A2A ESFs and Skyguards, and you're golden.

    With MAXes, they're part of the indoor combat ecosystem. There isn't a way to counter MAXes that doesn't involve more pop or skill or similar advantages -- or giving in and playing MAX yourself. That's the main reason it needs to be changed, is that there just isn't any semblence of balance indoors and I stomp over so many players who literally have no way of beating me that doesn't involve pulling a MAX themselves. If everything else is equal (pop, base, etc) I always come out ahead with a MAX.
  5. Axehilt

    The strongest factor in winning battles is manpower efficiency. It's how much hitting power you can pack into your 50% pop of equal-skilled players. And at the end of the day, having a team composition of 40-60% MAXes is the sweet spot. If 40-60% of your force earns 2 kills per death, you're going to have a massive advantage over a same-skill, same-pop enemy team with less than 40% MAXes. There's really just no way you can compete.

    Which is why that's exactly what you see in any competitive match, because the high-end outfits understand MAXes are overpowered.
  6. BobSanders123

    Close range AV: TR Pounder. God help you of the max is in lockdown and ambushes you.
    Mid Range AV: NC Raven. Annoying, but avoidable at longer ranges.
    Long Range AV: VS Vortex. The most annoying and quickest to hit.

    Close range AI: NC AI weapons lol
    Mid range AI: TR gatling guns
    Long range AI: VS have a slight edge here as they can activate ZOE and dish out more damage without fear of being hit. Same applies to their AV weapons.

    CQC Defense: TR Lockdown. Any good, well drilled squad can sit in a biolab generator and hold it for god knows how long while the enemy flow through their teleports and get mowed down within seconds. Especially if the maxs are using onslaughts.
    CQC Offense: NC Aegis Shield. Good for soaking in first hand damage while moving into a point. Allows enemies to empty their clips into you while your teammates flow through your flanks. After which you take down your shield and rip everything to shreds with shotguns. Thats how you enter a point.
    VS MAXs are left out in the dust as they really have no special abilities to help in either of these situations. ZOE would merely kill you in offensive strategies and defensive it becomes rather useless.
  7. Kentucky Windage

    I don't find the VS Max any more lethal than his NC counterpart. That's just me and I don't speak for everyone.
  8. a-koo-chee-moya

    http://stats.dasanfall.com/ps2/items/weapons ..... Yeah.... VS MAX is soooo much more OP
  9. a-koo-chee-moya

    ZOE only increases damage inside 10m....
    • Up x 1
  10. DatVanuMan

    YOU LIE!
    The title says it all, you Terran traitor! Stop calling for more accursed nerfs! Haven't we had enough?
  11. DatVanuMan

    Ah... I LOVE logic.
  12. Devrailis

    Wat.

    1) VS MAXes have the same hitbox as all other MAXes.
    2) Best weapons? My Falcons would like to have a word with a VS MAX, any VS MAX. So would my Hacksaws for that matter.
    3) Mobility is worth very little without good positioning and knowledge of the map. ZOE has not been anywhere close to OP in a MAX to MAX fight for a very long time, and ZOE is not going to stop a battlecrab from getting flanked by a crafty NC/TR MAX.
  13. ComradeHavoc

  14. void666

    I came to this thread expecting to read a sarcastic OP.
    From my experience with tr and vs i think both have more or less equal maxes. TR max being a little better because of lockdown.
    VS max is good for long range AV because of vortexes i give you that. But that's it. Zoe is useless.