Will you be willing to give up the Cobra Missile Launcher?
#26
Posté 10 juillet 2013 - 04:49
#27
Posté 10 juillet 2013 - 05:03
#28
Guest_Aotearas_*
Posté 10 juillet 2013 - 05:04
Guest_Aotearas_*
#29
Posté 10 juillet 2013 - 05:09
#30
Guest_Jack989_*
Posté 10 juillet 2013 - 05:11
Guest_Jack989_*
#31
Posté 10 juillet 2013 - 05:29
#32
Posté 10 juillet 2013 - 05:36
#33
Posté 10 juillet 2013 - 05:39
Chris Redfield Shepard wrote...
a missile launcher should only appear on objective waves, and during extraction, one missile launcher for each person, 4 rockets for everyone throughout the match.
3 out of the 4 people would still not use it during objectives and would use it to nuke spawn on the extraction wave.
#34
Posté 10 juillet 2013 - 05:44
#35
Posté 10 juillet 2013 - 05:47
#36
Posté 10 juillet 2013 - 05:51
ClydeInTheShell wrote...
No. Must perform Missile Launcher removal in wave 1, otherwise what is the meaning of life.
But if we gave up the Missile Launcher, there would be no need to remove them from your back.
#37
Posté 10 juillet 2013 - 05:52
It's less of an "oh s***" button and more of "I want this spawn to not exist" button. It's more breaking of game balance than the Harrier, Reegar, or Tactical Cloak ever was.
Also, Scion double hits don't mean anything anymore.
#38
Posté 10 juillet 2013 - 06:03
#39
Posté 10 juillet 2013 - 06:10
#40
Posté 10 juillet 2013 - 06:12
How are we supposed to save a teammate from being insta-killed?
#41
Posté 10 juillet 2013 - 06:14
Let them know about the phantom b-lining to them before it gets there.Slarian715 wrote...
NO!
How are we supposed to save a teammate from being insta-killed?
#42
Posté 10 juillet 2013 - 06:17
Slarian715 wrote...
NO!
How are we supposed to save a teammate from being insta-killed?
Use high damage powers/weapons to inflict enough damage to get sync-kill units to drop your teammates.
Almost every kit in the game is capable of inflicting enought damage to do this ...
#43
Posté 10 juillet 2013 - 06:19
GallowsPole wrote...
Id be the first to sign up for no missile launchers and grenades limited to 2.
I agree with GP here.
The missile launcher was completely and utterly unnecessary.
And putting such heavy emphasis on grenades, so that classes (drell adept) are terrible without them? Really bad game design.
b00g13man wrote...
If there were no missiles, what am I supposed to do on wave 11?
I don't know, there are plenty of good players who don't run around nuking spawns like a scrub on wave 11, just take FasterThanFTL, he neve-... Oh, wait....
Modifié par Annomander, 10 juillet 2013 - 06:21 .
#44
Posté 10 juillet 2013 - 06:22
Cyonan wrote...
I would be willing to give up the missile launcher without any changes.
It's less of an "oh s***" button and more of "I want this spawn to not exist" button. It's more breaking of game balance than the Harrier, Reegar, or Tactical Cloak ever was.
Also, Scion double hits don't mean anything anymore.
But what about the people who use the missile launcher as an "oh ****" button? Sometimes I panic.
#45
Posté 10 juillet 2013 - 06:27
MaxCrushmore wrote...
someN7orother wrote...
So what the hell am I going to pack in my armored compartments then, harsh language?
Ah ... classic line ... good movie reference .. although you may be dating yourself by using
"nuke it from space... it's the only way to be sure"
#46
Guest_Air Quotes_*
Posté 10 juillet 2013 - 06:30
Guest_Air Quotes_*
#47
Guest_Air Quotes_*
Posté 10 juillet 2013 - 06:31
Guest_Air Quotes_*
quebra wrote...
MaxCrushmore wrote...
someN7orother wrote...
So what the hell am I going to pack in my armored compartments then, harsh language?
Ah ... classic line ... good movie reference .. although you may be dating yourself by using
"nuke it from space... it's the only way to be sure"
Ain't nobody got time fo dat!
#48
Posté 10 juillet 2013 - 06:32
NO TIME FOR AERIAL BOMBARDMENT!Air Quotes wrote...
quebra wrote...
MaxCrushmore wrote...
someN7orother wrote...
So what the hell am I going to pack in my armored compartments then, harsh language?
Ah ... classic line ... good movie reference .. although you may be dating yourself by using
"nuke it from space... it's the only way to be sure"
Ain't nobody got time fo dat!
**More importantly, they subscribe to the Edward Longshanks combat doctrine:
"Aerial bombardment costs money, the N7's cost nothing."
#49
Posté 10 juillet 2013 - 06:33
Annomander wrote...
GallowsPole wrote...
Id be the first to sign up for no missile launchers and grenades limited to 2.
I agree with GP here.
The missile launcher was completely and utterly unnecessary.
And putting such heavy emphasis on grenades, so that classes (drell adept) are terrible without them? Really bad game design.
I'd say it's fine to be reliant on grenades.
What isn't fine is that they have virtually unlimited amounts of them now with TCPs and Grenade Capacity Gear. Especially on the maps with 2 grenades per ammo box.
Playing a grenadier should be about knowing how to maximize the use of a limited resource, not throwing grenades at anything that moves and only running out if you have other grenade users on your team doing the same thing(and then just using TCPs to get them all back).
It also doesn't help kits like the Drelldept that Pull is useless against protected targets, meaning you're pretty much forced into a Reave/Cluster nuke build on Gold/Plat. Then again, I think that there is too much emphasis on DPS in the game in general.
#50
Posté 10 juillet 2013 - 06:36
prostheticlimbs wrote...
But what about the people who use the missile launcher as an "oh ****" button? Sometimes I panic.
Well, there are 4 main uses for the missile launcher:
> I want that spawn to not exist
> That <insert mob you hate most> killed me in an annoying manner, so I will overkill it
> Oh s*** we need help
> lolswarmers
You can leave it in as an "oh s***" button without giving everybody in the game the ability to have 9 in a match.
If you need 54 or even 36(no AC) "oh s***" buttons, then your team has more problems than just missiles =P





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