MANA AV Turret-underpowered

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Traveller, Mar 3, 2014.

  1. EliteEskimo


    I still see people using it at 300 meter type ranges, but unless they put it in a good spot or are among other enemies then why wouldn't a tank try to kill you? I try to give them my undivided attention when I see them because they will ruin any tank fight I try to get into. I think we'll still see people using them from 200-300 meters, especially by players who actively try to flank tanks. Naturally there will be less of them, because people won't be hopping on hills and cliffs 600 meters away to get their risk free certs by blowing up tanks who can't fire back. Personally I'll look forward to the day engineers try to pull AP MBT's instead of choosing the following method.





    By the way people do use them from closer ranges, they just choose to attack from higher elevations, harder to hit angles, or flank the tanks instead of engage them head on. An instance of flanking with the AV turret from under 300 meters.






    • Up x 2
  2. LT_Latency


    The most important thing a close range AV gun needs to be able to shoot and then not get blown to **** when the tanks and snipers shoot back.

    An AV turret simple can't do that. A good driver will destroy you because you have to set it up and then it can't move making it an EASY shot.

    You shoot him. If you change the range of the gun too 300 meters all those video you have are meaningless because any lock on launcher can do that too at that range with alot less danger to the user.

    So the AV turret just ends up being the worst. If you actually played infantry you would know that.


    So if you want to change the range to 300 that is fine, but something has to be done to make it useful over over other AV weapons inside 300m.

    And hiding in a corner is not the answer. It's the reason you wanted it nerfed so tanks don't have to hide in a corner.
    • Up x 1
  3. FaLI3N

    If anything it needs a stalker cloak that can be fired out of without breaking cloak so noone can see you when they get within render range, that is what is really killing AV mana.
  4. EliteEskimo


    If you don't want to get blown up by a good tank driver right away than choose an area of high elevation where you turret won't be as noticed or exposed. For instance the first part of this video is a good example of where you would want to be. It's around 300 meters away, with high elevation, and there are other allies distracting the enemies down below. This is an ideal time to use an AV turret.

    Again if you don't want to get blown up right away then choose an area a tank won't expect right away or will have a harder time hitting you. That will give you a good several shots before having to move, or if you flank them they may be forced to run and from there you can keep shooting them. I don't have to play infantry to see what makes the AV turret OP, there are enough videos from an infantry perspective showing how good they are, in fact the best way to come to an understanding of why the AV turret is OP is by going up against one in a tank.

    Lastly a lockon launcher does less damage to tanks by a fairly significant margin, they have limited ammo, and have a range of 300 meters against tanks. The AV turret would still do more damage than ANY lock on launcher since it is essentially a decimator worth of damage per hit, it would still have unlimited ammo, and would have a bullet resistance shield.

    Your complaint about a good tank driver killing an AV turret is nonsense. It's a 450 resource MBT with a cool down against a 0 resource cost turret manned by a 0 resource infantry with 0 cool down. If the driver of the tank is "good" then of course you would expect the tank to win the engagement against the lone infantry unit. Do you expect a single AV turret engineer to get in a fight with a MBT and win if the Tanker is skilled/good?
    • Up x 3
  5. LT_Latency


    /yawn. At 300 meters you should be using a better gun. It much harder to kill a lock on user because he can move around which is why it's better then that video

    So you are telling me you can't make that shot in a tank??? you couldn't blow it to a million peices

    This is what is going to happen. It will get nerfed. It will become useless. Everyone will switch to the next best gun and you will be back crying like a baby about that one too.
  6. Shatara

    I agree that it should have a sight zoom, even a paltry 1.25x would do.

    Conversely, however, it should not be able to plink targets outside render distance with impunity.

    Everything else about it is about as perfect as can be expected in a video game.
    • Up x 2
  7. eatcow0

    there is a great disturbance in the force in this thread. I sense noobisms manifested into writing form...

    AV turrets need no buffs. As an outfit leader and frequent platoon lead when I see an enemy armor convoy here is the mental procedure I do.
    1) Find high flanking ground
    2) Set up lancers and av turrets
    3) Farm
    • Up x 1
  8. Tommyp2006

    No we won't, because the next best gun is something that we are actually able to fight back against within it's effective range (lock ons/AT turrets). If you make the AV mana turret only viable within a range that it can be retaliated against, then we can discuss how to balance it after that.
  9. LT_Latency


    lol trust me, They will be back.

    these guys will even QQ about C4.
  10. EliteEskimo


    Did I say I couldn't make the shot in my tank?:rolleyes:

    If it literally becomes useless that will be a shame, only because it will another weapon SOE overnerfed, but nothing of great value will be lost in Planetside 2 if that doesn't happen. Once the AV turret is fixed I'll be focusing my attention on the Lancer which can be exploited in a similar fashion, and is exploited by the organized Vanu outfits on my server. However a minor damage drop off adjustment, and maybe a minor damage buff if need be, is all that needs to happen to prevent it from being used from past Max infantry render distance.

    Your lack of a strong argument against the points I brought up is apparent when you are forced to amount to AD Hominem attacks by saying I'm crying like a baby about this issue. I gave you sound logic and accurate descriptions of how the AV turret can or is used along with videos to back up what I was saying. You offered me non of that in return, and are now resorting to making immature statements to try and and make a point.
    • Up x 1
  11. Tommyp2006

    • Up x 1
  12. LT_Latency

  13. LT_Latency

  14. Revel

    So its not because people playing Light Assault have any skill, anyone who dies to C4 is just bad. I'm impressed, you managed to insult both groups at once.
  15. LT_Latency


    /yawn. I challeged all 3 of you guys to come play and try to C4 my tank using LA, You going to step up or what??
  16. KnightCole

    I will have no isse with the AV MANA getting a damage and RoF buff when it can be destroyed by a direct hit from my shrike.....and I dont have to hit the tiny little gun barrel to kill the thing.

    Also, when the shield stops protecting in a 270 degree arc. Last night and several times in the last few months, ive come up beside gun turrets and unloaded gobs of rounds on guys on turrets nad nothing lol.

    Turrets need to be reworked all the way around really.



    AV MANA 1- 500 round box mag
    RoF 652RpM
    Dmg 143@10m-124@ 85m
    CoF Accuracy: 0
    Bloom: 0

    Once ammo is depleted, it would undeploy and you would need to get another turret from a terminal.

    Overheat? Maybe can fire 50 rounds in a single burst before it will overheat for like 5s to cool down.

    The engineer gets ONE AV MANA turret. He must go to a Terminal/sundy in order to get another one.

    Can be upgraded with ammo and heat upgrades.






    AT MANA 1/10 rockets
    Reload: 3s
    max range: 300m
    Velocity: 400m/s
    Still player directed
    Splash damage: 0, its an AT weapon, not dual purpose HEAT rounds.
    Damage: Same as a stock Dumbfire.

    You can upgrade its ammo to 1/20, it can be resupplied by an Ammo sundy.

    if you want another, you will have to go to a Sundy/terminal.


    Both get a 20m deploy radius limit just like Sundies, so as to prevent mass spam of them.
  17. EliteEskimo


    So we've now come to the point where you are saying you find unrendered infantry attacking and killing vehicles acceptable? I'm glad we could come to that conclusion since it is my opinion that infantry should not be able to have weapons that allow them to kill vehicles from beyond max infantry render distance. I would like to see your mature and constructive response about why I am wrong to hold such an opinion, and why infantry should be able to kill tanks while being more or less invincible to said tanks they are targeting.
  18. KnightCole


    He must be an Engineer...
  19. LT_Latency


    Because you complain about everything. Remember when you were crying about C4 with 0 c4 kills.

    If it can hurt you want it nerfed, because your big bad tank should be unstable on the battle field and you should never have to use any strategy.

    People agree to range nerfs and give nothing in return because you should just be able to own no matter what.

    Even when you admit you could easily kill something it's still to strong for some reason.
  20. AdmiralArcher

    the AV MANA turret needs a nerf badly, it needs to render at the right range and its maximum range needs to be dropped to 500-600 meters, currently it is far too powerful as elite Eskimo has pointed out with several videos

    the thing has been broken since day 1 and is ruining the Tank gameplay and the teamwork that this game had in regards to tanks, you get 4-5 soldiers with AV turrets at extreme ranges and you will anihilate a tank column without them having any chance to fight back