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llLunaticll

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    llLuNaT1cll

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  1. On tanks they are passable: they act as high-powered anti AC weapons. But thats why I feel they were half *****, the meta can be more in depth if there are other options than rush > kill. Even HEAT Howitzers are nothing more than grenade launchers... I learned that ACV is more team oriented than previous installment, but where are the roles? (I played alot of CH so understand where I am coming from, note that there was heavy gunner role). If Howitzers had the explosion radius of Plasma Guns but had their power toned down as balance it can influence gameplay. Once GR: Future Soldier is released im not sure I will be sticking round myself.
  2. I am deeply disappointed with how Howitzers work in ACV. My impression (because of the name) was that Howitzers would be an artillery weapon which excels at mid-long range combat. Instead, they have only a 30 unit explosion radius, so shots need to be placed very very close to your target to damage them with the aoe splash. Also, most of the power is placed on the initial round which, realistically, will not hit an enemy in this fast-paced meta. Howitzers are a half ***** weapon. A REAL artillery weapon can be promising, adding more depth by allowing an AC to effectively bombard enemy ACs with proper practice. Is there a possibilty for a rework/tweak so Howitzer are given a much wider explosion radius at the expense of alot power to balance the weapon out? Who do I talk to this about
  3. Their altitude control is quite ridiculous. If you specify that, then I'd be more than happy to agree on the ban to the best HRJ legs. I've already switched up to M/H - Bipedal Acs
  4. Siegfried HD33 (CE resist series) has a very noticable impact on Recoil Resistance since it has alot of "stability computation". Head pieces DO play a role in determining your recoil resistance (stability seems to stay around 1k+ with all ACs regardless of what is on it). Not sure about some of these bans, seems like the intention is to build the competitive scene around L/M-Bipedal by banning the best HRJ legs, banning the most accurate arms (snipers need these, did you forget some arms btw?), and completely banning Pulse Cannons on Tanks. Why not: -Set a maximun cap/limit on Recoil Resistance for HRJ ACs, that way lowering your Recoil Resistance only requires a change in the head piece. I feel that is a better approach then just banning the best legs (many ppl may scrap HRJ all-together). -Limit Tanks to 1 Pulse Cannon. 1 amp max.
  5. Can I use my dual bay handguns? Oxeye- HG25 - The high powered single-shot one with high impact force UHC - 22/A Provo "Noob" - the rapid fire one that looks like an Uzi Its a dual handgun combo, but they two different weapons [variety] OT I'll comply about the HRJ legs since they ARE awfully good. I can deal with changing to Medium-Bipedal. I am not soo sure about the arms, though, because that takes a steamy **** on anyone wanting to use snipers and laser rifles for long range: won't you miss every shot? -No Flash Rockets -I understand the heavy ban on the shotguns. -Completely banning Pulse Cannons on tank may cripple them. Even with them, there is always the possibility of them getting isolated by the faster ACs... Its the best tool for beating the most mobile of ACs, they will get wrecked and get pile drivered mercilessly. Pulse Guns don't shoot nearly as fast. (Personally, with my fast AC and Optical Chaff and handguns, I can pin them down and knock them down in no time, even if they got dual Pulse Cannons). BTW @ OP with Karasawas (or the VERY high powered Laser Rifles) I am pretty sure you can cancel your shot by switching to scan mode, thus a smart player can take his time and chose his shot, thus he won't run out of ammo as soon as you imply. One more thing... Instead of banning those RHJ legs, why not ban specific head pieces? Most of the stability and recoil resistance comes from the head units not the legs themselves.
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