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moist turtleneck posted:why did we stop moving? "Tanks are balanced."
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# ¿ Sep 3, 2016 04:37 |
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# ¿ Apr 28, 2024 06:21 |
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Grizzled Patriarch posted:Also you have to be able to eyeball distance for it to matter anyway, unless the sniper rifle scopes have a range indicator - I've only used one once and then switched to the carbines for Scout, so I can't remember. The periscope has a range indicator, when it chooses to function.
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# ¿ Oct 23, 2016 01:12 |
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Finger Prince posted:Runs up and sticks limpet to tank Crates are just not good. The pouch will refill your mine in about eight seconds, and you often get a crit with limpets, knocking out the guns on the side of a heavy, or a sponson in a landship, so you can feasibly side-hug it until you get a fresh one.
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# ¿ Nov 4, 2016 00:12 |
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It doesn't, but a quick YY weapon swap will bring it back up and show the zero. You can re-zero non-scoped weapons, e.g. the Lee-Enfield Infantry, but not the Cavalry class' lever-action, or, at least, I can't.
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# ¿ Dec 2, 2016 03:51 |
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Anybody else have an enemy dreadnought driver who took "close support" to an extreme?
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# ¿ Dec 2, 2016 05:11 |
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venutolo posted:How does one get suppression assists? Shoot near, but do not hit, someone your teammates then kill. Used to not count if your squadmates killed them (because a "Squad Suppression Assist" is different than a "Suppression Assist") but I believe they fixed that.
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# ¿ Dec 2, 2016 18:29 |
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RCarr posted:You can definitely hit them. Just don't kill them. You can get both a kill assist and a suppression assist on the same enemy. That's true, but you can certainly get kill assists without suppression credit, and if you're actively trying to complete a medal, you feel pretty silly if you keep killing the pubbies you're trying to suppress.
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# ¿ Dec 2, 2016 21:45 |
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Laminator posted:Did they change damage profiles for some weapons? I was getting one-shot 100 damage kills with 10A slugs, which was not happening a few weeks ago Out to 10 meters that should be the case. Was it beyond that? If so, was it a headshot? Relatedly, I do like the ability to change the hitmarker color to indicate headshots. Fun feedback.
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# ¿ Dec 4, 2016 15:51 |
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Those are pretty strong landship buffs. Stronger armor, better auto-repair, frontal autocannon on the squad variant. Reduction in the heavy tank's auto-repair amount.
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# ¿ Dec 12, 2016 16:16 |
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Speaking of, mines are also getting color-coded for your convenience, so hopefully your team won't feel quite as compelled to blow yours up.
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# ¿ Dec 12, 2016 16:36 |
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Heavy tank nerf, and the Experimental is better across the board, with hipfire, recoil, and accuracy buffs.
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# ¿ Dec 12, 2016 17:56 |
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Ineffiable posted:The notes make it look like it has increased recoil, meaning more kickback. Yeah, that's a redditor reading comprehension issue, I assume. The only specific hit to the heavy I saw was making the emergency repair restore 20 instead of 30, which isn't trivial, but giving the landship the same armor as the heavy as well as specific buffs (better anti-armor abilities from frontal guns, more health restored on track repair, more seats on some variants, etc), hurts the heavy as an alternative to the landship. The actual patch note wording on the 1903 Xp is "improved accuracy, recoil, and hipfire," rather than "increased."
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# ¿ Dec 12, 2016 18:04 |
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# ¿ Apr 28, 2024 06:21 |
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I think landship might be superior across the board now if you have gunners you can communicate with, except maybe if you wanna run the flametank down an alley.Ineffiable posted:Can't wait to see how good the experimental is tomorrow, it's almost the only gun I use as a scout. I really, really wanted to like it but I found the damage drop means it gets clowned by medic SLRs beyond close quarters. I just use an iron-sighted bolt action for flare scouting, but I'll give the experimental another try. Might be easy enough now to just go for full headshots.
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# ¿ Dec 12, 2016 18:18 |