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Why I don't give a shit anymore and just grab the AA tank...

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    Why I don't give a shit anymore and just grab the AA tank...

    http://www.youtube.com/watch?v=UEAvBudUGSY

    It's funny. But really, active radar missiles are exactly why I can't stand BF4 compared to BF3 and previous versions.
    There's literally no skill involved when using the MAA on certain maps. I'll be stat padding with it as long as I can since I pretty much gave up flying, there's no way to avoid ARM's when a good player sits in the MAA tank.

    BF4, where air units became flying coffins because Call of Duty players can't aim.

    #2
    It is really easy to get a hit on them. Then again one missile does 50 damage and the 2nd one does 15?

    Comment


      #3
      Originally posted by goldenfooler View Post
      It is really easy to get a hit on them. Then again one missile does 50 damage and the 2nd one does 15?
      Hint: Mobility hit... doesn't actually do that till it recovers, even if you fire a second right away.

      I scored about a dozen scout kills on Silk Road with ARM's and 20mm gun runs. It's remarkable how incredibly easy it is to shoot down air with MAA or a Jet. ARM's just make it that much easier.

      Comment


        #4
        Today's patch on consoles finally introduced the balance changes/tweaks mentioned in a previous Battlelog Blog post. Should be released for PC this week, I think.

        http://blogs.battlefield.com/2014/01...cing-vehicles/

        UPCOMING VEHICLE TWEAKS

        Aircraft and Anti-Aircraft

        1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.

        2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.

        3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.

        4) Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.

        5) Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.

        6) Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.

        7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.

        Tanks and Anti-Tank

        1) Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.

        2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.

        3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.

        4) Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

        Comment


          #5
          Well, seems the vehicle whores continue to have the advantage. "You mean ole engineers stop shooting my chopper down or I'm gonna tell an admin." Same goes for tanks. If the vehicles were easier to kill wouldnt so many people ride around in them the whole game with a score of 29-3. But as it is now, they camp in vehicles the whole game and snipe you from half a mile away with a tank round. That makes for a fun game. Where as in real life, one Javelin will blow a tank into about 5000 pieces. Leave it to Dice to eff up just one more thing.And give the advantage to those just worried about K/D ratios.

          ps: and I never have been able to figure out how a tank round can kill me behind a 50 ton boulder. But they do.
          [COLOR="#008080"][/COLOR][SIZE="5"][COLOR="LightBlue"][B]Not everything that counts on the battlefield is countable.[/B][/COLOR][/SIZE]

          Comment


            #6
            I might have to follow same route with the AA vehicle.

            Comment

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