On November 28 2012 03:51 Southlight wrote: Infiltrators playing pure sniper are practically worthless except on defense. And on defense you're never going to find a "safe" spot (mainly due to other snipers who know where you are and light assault who have a field day crapping all over snipers). Just deploy and figure out a decent killing location and kill as many as you can before you die. Rinse repeat.
On November 28 2012 02:34 Crownlol wrote: The game feels far too vehicle vs vehicle to me, with much too short respawn timers on tanks and jets. It seemed that many people would just spawn an aircraft and never do anything with it, just fly around being invincible- which brings me to my next point. The starter anti-armor and anti-aircraft weapons are abysmally bad. I hope that gets better- it's quite impossible to shoot down aircraft with the NC starting rocket launcher. You essentially have to be in a vehicle to hurt a vehicle.
Tanks are surprisingly weak against infantry, to the point where unless they're fighting braindead people who keep stubbornly spawning on things that have no means of fighting back (primarily unupgraded engi/medics and infiltrators in general) they're useless. Furthermore you can really annoy tank-spawning by just grabbing an infil and hacking or destroying their vehicle spawner, then forcing a fight there. Heavies (as mentioned by Echo) place a hurt on tanks due to the RPGs (or lock on G2G, though I'm not sure how effective that will remain once smoke becomes more prevalent), and all you need are like two heavies and an engi to basically form an iron wall against tanks defensively. Offensively if a bunch of infantry hold a bunch of tanks in a single location they're doing their job, as the tanks should really be on the offense. And again slow terrain-aided pushes with RPGs and mines and c4 and such will force tanks back, because it's remarkably difficult to maneuver tanks without being axed. Proper usage of sunderers/spawn beacons/etc. will allow you to flank and surround tanks as well except in certain wide-open areas, and in wide-open areas, because tanks can't cap and because they can't really shell inside buildings that well, it's fine. And if tanks DO roll into an area with buildings... well, I can tell you now as a light assault that's delicious. Mm. IMO tanks are very much like siege tanks. They're very effective at hunting enemy sunderers and creating a backline, but they're very pointless on their own... regardless of the fact that they're currently birdfeed for air (due to the gva balance fluctuation throughout beta into release).
Also, the whole point is that you need teamwork. A bunch us from TL play on West, and we usually only have like 5-6 of us around but we get a decent amount done. Although we could certainly do with better class arrangement... >_>;
Tanks are definitely killable- I haven't used c4 yet, but maybe that'll help. However, I've noticed on defense if they spawn several tanks with a few engi's, the engineers can outheal damage from 4 heavies NP- mostly due to the slow reload and silly-slow missile travel speed of the RPG.
Now I'm no tactical genius, but have you considered just flanking the tanks with light assaults or using infiltrators to kill the engis?
The situation that I was referring to was a number of tanks sitting at the base of a capture point (fortress?) with a large open area in front of them. We would have had to cross that field to get even close to the tanks, which were backed against a large structure and thus unflankable. They were being used as essentially infinite respawn turrets with infinite ammo. Given the reload and travel speed of RPGs, and the range we were at, they were essentially useless (esp with only 5 rounds), while the tanks just spammed tank and machine gun fire.
Obviously, the way to break this sort of defense is with MOAR TANKS, but I didn't really feel like driving a tank around all day.
There was a great post a few replies back about how to deal with tanks, but basically killing tanks comes down to positioning. You can two shot a main battle tank with the default rocket launcher if you hit it in the rear, it also takes more damage if you shoot it on the top, and it takes the least damage from shots to its front armor. If tanks are bottling themselves up inside an installation it is the infantry's job to flank them and get a better position. If there is one thing in this game that will help you the most it is good positioning, especially against heavy armor. This can be done with Light Assaults to fly around with jet packs and drop c4 on tanks or by running around with Heavy Assaults to kill them with rockets.
On November 28 2012 04:30 Crownlol wrote: The situation that I was referring to was a number of tanks sitting at the base of a capture point (fortress?) with a large open area in front of them. We would have had to cross that field to get even close to the tanks, which were backed against a large structure and thus unflankable. They were being used as essentially infinite respawn turrets with infinite ammo. Given the reload and travel speed of RPGs, and the range we were at, they were essentially useless (esp with only 5 rounds), while the tanks just spammed tank and machine gun fire.
That's where I would say you're wrong. Backed up against a large structure is being asked to be flanked. In fact it's delicious for light assault, as if we can get into the base it saves us half our jetpack boost to get on top of them, and they can only run in one direction. There're been many cases where a tank feels safe next to a friendly building but I'd jetpacked on top of it and just jumped off to C4 stuff. If you're talking about maybe 10-15 tanks all surrounding a single small fort that's placed in a nice open field, then go elsewhere - they're defending it with overkill and being useless, and the fort itself is probably not worth it. 5-10 minutes later if no one else is bothering that fort I guarantee the tanks will start leaving, and then you can find pockets of open-ness again to flank/sneak into the fort etc. And again, if they're OUTSIDE of the base and there are any openings, even if it involves walking to the other side of the base to get in, then hacking vehicle terminals and killing ppl who try to spawn in them is a good way to force infantry fights (because then tanks have to start walking in and killing you, but tanks amid buildings are easy to kill).
And of course, snipers should always be able to reposition to kill engis repairing - open ground doesn't matter. In fact open ground is probably more terrifying for engineers doing the repair because it means well-placed rockets and well-positioned snipers get free potshots on them. Most snipers on offense are stationed in adjacent hexes anyways, such is how scumbaggery their range is. I miss a lot of cap exp because I'm in a different grid sweeping snipers
For the record, depending on the faction your tank isn't gonna do anything against a tankline anyways. NC tanks are like true siege tanks (one shot one kill type tanks) so driving into range of a tank line is going to get you screwed, while Magriders tend to outclass other tanks in the open field. Prowlers are very much a circle-strafe tank so if you're trying to drive them into a pile of entrenched tanks you're boned.
Edit: As an addendum, I'd add that I can't think of very many unflankable bases. The only one that immediately pops to mind is that freaking southwest Vanu-territory fortress on Indar, because it's on top of a cliff facing the VS spawn point and is surrounded by cliff that're hell to climb and valleys that literally kill vehicles. There is literally no way of climbing up that cliff to get behind the fort. Even places like The Crown are surrounded by perfectly scalable cliffs for LA, and then a simple spawn beacon and a spike spawn of like 2-3 others can create a commando troop that shuts down the facility, ESPECIALLY if they have 20 people sitting in a tank outside of the fort. /edit
Ferrose: most of the labs have a good number of entrances. Like, if you capture every teleporter and open up every entrance, most labs have at least five entrances, which are pretty tough to defend. Bio labs end up having 5-6 entrances when counting the landing pads and the teleporters, and thus require a lot of spread forces, along with the fact that three of the entrances have the spawn shield. Tech labs are a nightmare to defend because all the important generators are lined along the walls, which means you end up splitting your defenses along the ramparts, on the multiple floors of each guard tower, and at each generator. Because infantry can walk through the shields that stop vehicles, and the vehicle shield generators are literally 10 seconds away from the shield, lol. #investinlongercables
Is there a guide on how the base captures work? I thought I understood, but after an incident yesterday I'm a bit confused:
We had full control of a biolab, everything was under our control, the "tug of war" bar was locked down etc, yet the NC still had 2 secured spawn points up on the top level of the lab, and there was no way for us to bring it down. Bug or just don't know the mechanics?
On November 28 2012 06:02 Audemed wrote: Is there a guide on how the base captures work? I thought I understood, but after an incident yesterday I'm a bit confused:
We had full control of a biolab, everything was under our control, the "tug of war" bar was locked down etc, yet the NC still had 2 secured spawn points up on the top level of the lab, and there was no way for us to bring it down. Bug or just don't know the mechanics?
Those are teleporter rooms, from the teleporters that are on the control bases surrounding the biolab itself. Those teleporter rooms won't become under your control unless you actually go cap them.
If you look at the grid with the bio lab, you should see the biolab and like 2-3 (depending on the biolab) building clusters around it. Each of those places has a spawn point and a teleporter that leads into the biolab. Until you recap those areas your base defense isn't complete
A couple of double burster maxes will rape the shit out of any fighters who fly near you. AA isn't supposed to kill fighters but chase them off more so. Skyguards also work really well. GtA missiles....meh I don't think they're too effective to be honest. Maybe on esamir where there isn't any cover to hide from.
Also the best way to deal with defensive tanks is to just get your own. That or get air, but you have to kill the AA turrets and maxes and what not first. On defense I would actually say heavy assaults are more useful than tanks simply because they're a smaller target and can do some other things too.
I don't know if it's lack of education or lack of incentives, but I hate when my faction officially captures a zone but just leaves backdoors like that unattended while it goes to zerg some other zone. Satellite bases are just as crucial as sunderers in terms of being invasion spawners (hell some of them even let you spawn MBTs), but apparently the paltry 25 exp compared to the 200 exp from sunderer kills just sets some whack priorities in people.
On November 28 2012 06:02 Audemed wrote: Is there a guide on how the base captures work? I thought I understood, but after an incident yesterday I'm a bit confused:
We had full control of a biolab, everything was under our control, the "tug of war" bar was locked down etc, yet the NC still had 2 secured spawn points up on the top level of the lab, and there was no way for us to bring it down. Bug or just don't know the mechanics?
If you want to run with an active TL outfit, play Terran Republic on the Mattherson server. We've been forming squads from noon to late night EST since launch, so anyone from EU to US West would be able to play with us. Friend add or message Rahsun for an outfit invite.
On November 28 2012 06:02 Audemed wrote: Is there a guide on how the base captures work? I thought I understood, but after an incident yesterday I'm a bit confused:
We had full control of a biolab, everything was under our control, the "tug of war" bar was locked down etc, yet the NC still had 2 secured spawn points up on the top level of the lab, and there was no way for us to bring it down. Bug or just don't know the mechanics?
Does TL have some sort of server they're on? I want to get into this game but none of my friends play it.. okay so I dug deep into this thread and found about JC EU Miller but apparently the servers are down? Or is it just me? i lied es back up agen
The OP has a listing of outfits which are run by or have TL members in them. EU servers are a joke, so a couple of us are already abandoning these servers. A couple of others and me play on TR Mattherson, for example.
On November 29 2012 00:06 zere wrote: The OP has a listing of outfits which are run by or have TL members in them. EU servers are a joke, so a couple of us are already abandoning these servers. A couple of others and me play on TR Mattherson, for example.
What do you mean they are a joke? Not enough players, or they keep crashing?
On November 29 2012 00:06 zere wrote: The OP has a listing of outfits which are run by or have TL members in them. EU servers are a joke, so a couple of us are already abandoning these servers. A couple of others and me play on TR Mattherson, for example.
What do you mean they are a joke? Not enough players, or they keep crashing?
Sony subcontracted running the EU servers to a different company which has resulted in poor support/infrastructure with horrible lag/queues/downtimes.
It's not like that happens with every game that lets some fly by night run the EU servers or anything...
People should stop playing Light Assault as a bad version of Heavy Assault.
You got jetpacks, use it to attack from places people don't expect. If you're just gonna run in headfirst, go heavy.
I havnt had any issues with the EU servers sofar.
Same here.
Plenty of people and no real lag to speak of. I think they had a single server reset on the first day, and ever since I've been playing whenever I felt like it for hours on end, never running into any real problems.
Besides 1 or 2 server resets or something, I haven't had any problems either. Well, there just a few laggers, but I doubt we can blame the servers for those. Can't tell for times when I'm not gaming obviously.