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knutliott

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knutliott last won the day on September 19

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About knutliott

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    Pushes Others Into Arty

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  1. Cortez, Erin, and OPhelia are all good in PvE. Cortez is just flat-out 15% better average damage (for HEAT... 10% for AP), and as a side effect grants you the ability to know exactly how much damage each of your shots is going to do. That can be useful at times if you need kills for a mission or something. He's one of the best PvE commanders, especially for pure damage dealing vehicles. Erin is the best commander for stealth, not vision control. If you need to be stealthy, Erin is your commander. But she isn't good for vision, so for vehicles that already have reasonably decent camo, Juan Carlos is better for overall vision control. (He grants a small amount of camo, but a very large VR bonus.) OPhelia has good ROF boost that come with negatives, but is primarily useful for her shield. That's super useful for crunchy vehicles that have a tendency to get spotted and instantly evaporate in PvE. I've migrated away from her mostly, though, because with most vehicles I can avoid being spotted consistently enough that I don't need OPhelia's shield. There are a few where it's still useful so that I can play aggressively, though, such as Terminators. Austin is just bad. Avoid. Alisa has a couple of quirky uses - extra ammo and ramming damage builds - but is otherwise uninteresting. Time-to-kill is so low in PvE these days that her main ability - the off-map ally that randomly shoots missiles at her targets - is too slow to be useful. She might suit your playstyle on a handful of vehicles, but what's more likely is that you'll experiment with her a few times and then never use her again. So probably not worth paying for.
  2. The low-tier rewards have usually been like level 12 or so. Level 20 has typically been Tier 6 or 7 or even 8. My guess is it will be Tier 20, because that's what you can get from the 50k BC pre-order bundle. They have no incentive to give out a vehicle at any lower level than that anymore.
  3. 15-man groups in GLOPS that stay close together... 28% bonus fire rate! Woo!!!
  4. So... in PvE, autocannons are receiving a massive buff. Just what the bots needed.
  5. 375mm pen PELE sounds pretty scary in PvE. That'll pen sides and rears super easily and will get the added benefits of PELE. 18k dpm won't keep up with Terminators, though, so it isn't going to be all-powerful. 30% camo and 430m VR will let it operate as a sniper pretty safely.
  6. 520 pen with a 1.5x multiplier per shot (Griffin 50mm mechanic) means that the 3rd shot has 1170 pen. I.e. it will pen literally anything it can see with that 3rd shot. With that kind of pen it doesn't need to brawl. It can pen MBTs from out of sight range. Sure, only 92 damage from a 3-shot burst isn't a ton, but it does mean that nothing is safe. We'll see. I like the idea, but of course the proof remains to be seen.
  7. Uh... how is that different? Isn't that exactly how the GAU-8 works? (It sounds like it to me.) Only sort of. They're buffing burst rate of fire, but the long-term ROF may still be lower due to the need to cool the barrel between bursts. So the ammo capacity will likely still be fine since you have to pause periodically to cool off your gun anyway.
  8. Yeah I remember those days, but honestly I don't mind them being separate vehicles. Having different turrets count as different vehicles is way better than having different skins count as different vehicles. Aren't there like 5 different Merkava 2D versions? There are 4 different T-72B3 versions, and those aren't even different skins. Just 1 blank one and 3 different colors (Red, Blue, Green, with Green being the rarest) of the exact same skin.
  9. Huh? How so? Because charging 10k Gold just to unlock the feature, and then charging them again to unlock the flags that they want, meant people didn't buy it? That's not a flags problem, that's a stupid cash grab problem.
  10. I'm like Schlock - I've literally never seen that bug. Sad, really, because Cerberus was one of the better - read: less brain dead - missions. You kinda had to pay attention to do it or you'd get jumped by spawning bots where you weren't expecting them. They were entirely predictable, but you still had to pay attention in case your teammates completed a stage faster than you were expecting.
  11. I like these camos the best of any that they've put into Raids, so they actually got me to try it out. I used re-rolls to sync up missions which let me complete 5 at once, but then at the next layer out from the center it was basically impossible to get them to sync at all. So now I've resorted to whaling for what I want (CATTB, GAU-8, possibly PL-01), and won't get fooled again. I'm just ignoring the parts-based camos. If they can be traded (I haven't looked) I'll probably just make them available within the Battalion. But they probably can't be traded, so I'll probably just let them sit there in inventory. Sort of like the 3 pages of old crates that I have in inventory.
  12. 2S38 will obviously be whatever they make it to be, but it basically looks comparable to a Marder. Potentially better gun (57mm vs 50mm) and unmanned turret, but worse armor (based on BMP-3). Not sure what "guided PELE" means. Oh yay, another T72 variant. Have to wait and see on the autocannon overhaul. I'm not sure how successful it will be if they think that adding the GAU-8 heat mechanic to all ACs will do anything, seeing as that vehicle is one of the most OP in the game (in PvE). Most of the time you don't want to fire an autocannon continuously anyway. You fire it is bursts, some longer, some shorter. It cools off between volleys. Even the Shilka is barely hindered by that mechanic at all, and its version of it is pretty aggressive.
  13. You need 3 total, and there are 3 remaining to complete. So it's still possible for you to complete Episode 1, but only if you've already been doing Reinforcements to get the SLEP. If you haven't been doing Reinforcements (which is trivial), then you cannot personally complete Episode 1 but if you're a registered participant in the Storyline Campaign then it is still good for the community for you to do the last 2 missions. The community needs to have as many people as possible complete the last 2 missions, which should be pretty easy to complete, so that we can get the rewards and campaign bonuses for them.
  14. I played it last night intentionally in order to remind myself of its pre-patch performance, but I haven't had an opportunity to try it yet today. (And probably won't until after work this evening.) Just remember that the XM1A3, which has the same gun and ammo, starts out with a base 9.8 second reload. It's under 10 seconds to start with, and mods/commanders take it down even further from there. And the Leclerc T4 starts at 8.4 seconds with a 140mm gun. Even the ATDU which has notoriously bad reload starts at 11.0 seconds. The Object 195 and Object 490 152mm guns both start at 11.4 seconds. So 11.77 for the CATTB with refits and commander can't be described as good by any stretch of imagination. If the double tap actually worked properly it wouldn't be so ridiculous. But that crazy-obnoxious bloom completely ruins the double tap feature, and it takes literally 2-3 seconds before Aim Time kicks in again after the first shot. So, sure, on paper it looks like you can double tap 2 shots in about a second, but that's not really true beyond about 50m range. If it had normal bloom then the current stats might actually work, but with the ridiculous bloom its reload needs to be much faster - probably in the 11 second range, but I'd be happy to try 12 to start - because it can't effectively double tap as advertised.
  15. We'll see. CATTB Improvements We are adding a Burlak-style Ready Rack to the vehicle – a special two-round Ready Rack where both rounds have their separate loading timers. Firing one round does not reset the Ready Rack timer for the second one. Additionally, the shell reload time was reduced from 15s to 14s. I can see the Burlak-style RR being a slight improvement, but honestly that doesn't feel like a major change to me. It only reloads 1 shell at a time anyway. And remember that the CATTB's double-tap feature kind of works against the Burlak's RR feature in that you're more likely to fire both shells at once in the CATTB than you are in the Burlak, leaving you with full reloads for both shells. And reducing the shell reload time from 15s to 14s is... nothing. I've been advocating for 12s as a conservative fix. 28 seconds of down time vs 30 seconds just isn't a real improvement.
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