Dual AV Turret arms are too much. They are accurate and fast, as well as being attached to an armoured target that can take a lot of punishment. This is a bad idea.
It doesn't do as much damage as the AV MANA turret, or at least it didnt seem to though i only played with it briefly. it definitely needs a capped range much shorter than the turret
It isn't as much the AV turret, as it is the Phoenix, without the camera. It's damage might need to be scaled back a little bit, but at the same time I'm still not sure. I'd like to see how these new max weapons actually do against armor. In the past, maxes couldn't survive long against armor. What worries me, is that the NC Max shield ability could mean that you could work around the enemy armor and then Captain Jack it into oblivion.
That's good to hear, giving the sparrow an extended mag that makes it go from 1 to 5 is overkill in its current state. Also there seems to be a bug with the NC max shield right now, if you put it away without it being drained you cannot fire.
Please for the love of god just remove the max nade arms, its like adding the thumper from PS1 but for maxes, all you need is an engineer ammo box and your set, please don't tell me damage isn't final because that doesn't matter, its just endless spam.
Played a little more with it today The Sparrow Harasser: 4 hits side MBT: 8 hits Lightning: 4 hits Sunderer: 7 hits ESF: 3 hits Infantry: 2 hits Max: 3 hits The fracture Lightning: 21 hits MBT: 33 hits Sunderer: 24 hits Infantry: 3 hits ESF: 11 hits Max: 12 hits
Should be pretty dang obvious these are just placeholder effects... the vs arms are literally dual lancers... exact same stats... and yet people think these are the real deal... sigh.. =/
Anchor + Bursters Arms aren't going to work together right? Or are only TR allowed to have all the nice things these days?
that's what i thought! if i may ... the main concern with these things atm is damage + range. seeing how maxes are best at close range, it'd be great if any of the AV weapons they have would go out to maybe ... 300m at most?
Yes, ALL of the nice things... You know, had the original AA max weapons been kept this wouldn't have been a problem.
This is not a MAX revamp. It's a MAX buff, whilst MAX is still the highest scoring unit in game. There is no need for more AV, nade launchers, or a buff to Burster arms (ZOE+Lockdown). I -beg- of you to remove this before it becomes untenable to support the game any further.
This is not a MAX revamp. It's a MAX buff, whilst MAX is still the highest scoring unit in game. There is no need for more AV, nade launchers, or a buff to Burster arms (ZOE+Lockdown) - much less one that is faction specific! I -beg- of you to remove this before it becomes untenable to support the game any further.
Score != power Honestly, I don't think the PTS MAX weapons are so bad. The flamethrowers suffer from the 'dead-zone' problem though :/ I don't think the grenade-spam cannon is so bad, if you don't notice 1 grenade on the minimap, you're gonna notice 8. But like our friendly neighborhood dev said, they're still not done, and subject to change.
Its not even their final tuning values. You have 2 factions getting weapons that are dumbfire, and 1 faction gets a laser guided weapon? Laser guided > dumbfire. No amount of tuning values is going to fix that unless the Sparrow does next to no damage, which would make them in turn useless. Not sure how you guys are going to fix this one, but as you can tell, there's a rather big balance problem here.
Wow, people already crying nerf NC buff TR VS is fine. Or whatever the story is this time. Sparrows is not OP when compared to the Fracture. You can kill a vanguard in one mag, under 5 seconds. If everyone is OP it's not OP anymore lol. I really hope SOE stops listening to everyone who hates dying and balances the game purely on objective data..
Yeah, the damage on these things is a tad ridiculous. Though, SoE, whatever you do to them, keep that sound effect. I want my missiles to sound like whiffleballs of doom.