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Old 2004-04-08, 06:49 PM   [Ignore Me] #61
Onizuka-GTO
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Originally Posted by BadAsh
Also I noticed you are VANU and the MagRider alone should own that reaver, but with the SG escort you are talking about...

I mean HOLY CRAP if you guys can't take out a reaver with all that firepower...
Ah that's true, sorry. I have no complaints of the Magrider being a AA platform, as for anything else, that's debatable.

Since I've been playing with my alternative TR avatar, and mostly as a prowler driver recently, that situation above has happened. Against one reaver we don't really die (axcept the occasional ones when they catch us repairing) but we do take horrific damaged, and against more then one reaver even with a full prowler crew and a good skyguard crew it's more or less death everytime.
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Old 2004-04-08, 09:04 PM   [Ignore Me] #62
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Ah, so with the vanu you dont have many problems. But the second you go terran you start getting pelted. Point proven that people why fight the terrans have absolutly no real challange, all you have to do is keep moving.
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Old 2004-04-09, 01:15 AM   [Ignore Me] #63
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But the vanu are suppose to more about, thats why the Magriders are so dammn fast. (it's so annoying!)
I dunno about TR since i've only been playing it for a while but the prowler seem t owork best in a large group of them.
Magriders and Vanguards are quite fine on their own.....
But who ever said prowlers need something boosted to defend itself from Aircrafts for a little longer is right...
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Old 2004-04-09, 01:43 AM   [Ignore Me] #64
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yes its easy to kill something with a reaver but, to survive in a reaver and to take on alot more than what most do. That takes skill. I've picked up air cav because most of our pilots are in other games and i die alot. Sure, i get kills but, i watch peace rack them up like fanboys to fanboy Gala event. there is Plenty of AA. Seriously, i see no lack on AA expect with the TR AA max. i went on markov and dicked around with sparrow. I got like 5-6 air kills with not too many reavers flying about in 5-6 minutes.if the devs had to give the whiners(asshats) a treat then i'd just take the ammo off the air pad and make it just repair. Dopper Go back to your cave, im tired of your upsupported bitching.
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Old 2004-04-09, 01:01 PM   [Ignore Me] #65
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The supposedly "dual" mounted 12mm chainguns on the prowler are really just one 12 mm gun. However by having a gun on each side the accuacy is garbage. It realy truth it should be two SEPERATE 12 mm's, but it is just one with horrible accuracy. Magriders are Great AA because their main gun fire's in a straight line with no arc (kind of like the Lancer) and takes down a reaver in 3-4 shots.

The Vanguard is better than the prolwer at AA because it has more armor, and has an easier weapons platform to use...
But Terrans have always been at a disadvantage at all aspects of the game, i.e. population, tactics, and technology (with the lone exception of the Cycler) So this isnt news to anyone
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Old 2004-04-09, 02:30 PM   [Ignore Me] #66
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Theres the empire whine factor again.

Edit:ALso he must not remember the godlike striker. Or before pounder and DC got switched around, newb.
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Old 2004-04-09, 05:39 PM   [Ignore Me] #67
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Originally Posted by Seer
To use the flail in battlefield conditions requires more people than are actually sitting in the vehicle. It requires either a spotter or some form of air cover. It is clear that the flail is overpowered in certain extremely specific situations, such as when the enemy doesn't have access to vehicles OR av weapons, but that doesn't really mean anything.
You people are determined to tell me that the flail requires more than one person which is absoulte nonsense. About everytime you see someone getting massive amounts of kill spam with a flail means that they are able to see their target. Sorry... but you don't even have to use a laze to make the targeting come up, you can simply have the squad leader put a waypoint. The flail is a weapons platform, and the mightiest of them all. You people that say other wise are complete morons.
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Old 2004-04-09, 05:50 PM   [Ignore Me] #68
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It's certainly devastating, better used with a laser pointer but most of the time it's a single guy, sitting in his flail holding down the trigger until they hit stuff and get lots of xp.
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Old 2004-04-09, 06:59 PM   [Ignore Me] #69
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Originally Posted by flypengy
You people are determined to tell me that the flail requires more than one person which is absoulte nonsense. About everytime you see someone getting massive amounts of kill spam with a flail means that they are able to see their target. Sorry... but you don't even have to use a laze to make the targeting come up, you can simply have the squad leader put a waypoint. The flail is a weapons platform, and the mightiest of them all. You people that say other wise are complete morons.
I have to echo this opinion of the Flail. My first usage of the Flail was with playing TR on Markov I got a flail and deployed on a hill facing the side of a watch tower that the VS were trying to zerg from. I could very easily shoot inside any of the 3 doors facing me and could shoot to either side of the tower on the ground and murder any troops trying to fire at me from either side.

After about an hour of this camping I had gotten over 275 kills... these kills were cloakers, agiles, rexos, and max units... all are equally easy one shot kills to the flail...

My second use of a Flail I managed to sneek my flail back to a base of ours that had fallen to a Zerg attack. The CY was filled with n00bs standing around for the cap exp so I deployed on a hill overlooking the base and let fly. My first shot killed 13! My attack only lasted about 60 seconds until air craft tore me apart, but in the 60 seconds I got 57 kills, killed the AMS in the CY, and destroyed the vehicle terminal...

What a joke. And some of you are trying to say the flail requires a support team to be effective? You gotta be F**king kidding me.
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Old 2004-04-09, 10:02 PM   [Ignore Me] #70
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Originally Posted by Doppler
Theres the empire whine factor again.

Edit:ALso he must not remember the godlike striker. Or before pounder and DC got switched around, newb.
Oh yes, i am a newb for mentioning the inferiority of the TR...I am just saying how VS and NC should check out TR warfare before they complain about how "unfair" the game is towards them...The fact remains that VS and NC do the MOST whining out of the empire's so shaddap. Striker does crap for damage, and all of the maxes are inferior...But then again, why listen to newbish ol' me.
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Old 2004-04-10, 04:57 AM   [Ignore Me] #71
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I think you just proved his point.
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Old 2004-04-10, 05:18 AM   [Ignore Me] #72
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Originally Posted by drsomewhere
Oh yes, i am a newb for mentioning the inferiority of the TR...I am just saying how VS and NC should check out TR warfare before they complain about how "unfair" the game is towards them...The fact remains that VS and NC do the MOST whining out of the empire's so shaddap. Striker does crap for damage, and all of the maxes are inferior...But then again, why listen to newbish ol' me.
#1 Striker owns. While I still think that pheonix is the #1 AV, striker is very devestating especially when more than one person is using it at once. Any buff to the striker would just revert it to the incredibly overpowered monstrosity it was before it was nerfed.

#2 TR maxes do suck. I'd have to say that burster is the best close range aa (a locked down burster has a faster ttk than any of the other aa maxes, but it unfortunately requires incredible amounts of leading the further away the aircraf is). The new DC max pretty much blows =/. The new pounder is about on par with the other av maxes I think, haven't used it yet though.

#3 MCG is a great weapon, unfortunately I think it is the absolute worst to use in a zerg compared to the other two ha's.

The three empire's are the most balanced this game has ever been. An empire losing is more likely due to extraneous circumstances (cavern lock, mods, or 3rd empire backhacking). One weapon being more powerful no longer really plays a role in this game anymore, and after the surge nerf, this fact becomes increased even more so.

^^^

If any of that doesn't make sense, my sleep schedule is all messed up so here I am waking up at 5am
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Old 2004-04-10, 06:39 AM   [Ignore Me] #73
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I don't think the Striker's that bad. However, I will feel the pain when they don't let you surge with a weapon out anymore, since often I have to surge with the striker to keep up with a vehicle. Oh well. I agree, the MCG isn't the best HA, but I'd rather use it than a Lasher.
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Old 2004-04-11, 04:52 AM   [Ignore Me] #74
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Originally Posted by BadAsh
What a joke. And some of you are trying to say the flail requires a support team to be effective? You gotta be F**king kidding me.
Originally Posted by Seer
It is clear that the flail is overpowered in certain extremely specific situations, such as when the enemy doesn't have access to vehicles OR av weapons, but that doesn't really mean anything.
Your killing spree could have been ended if your enemies bothered to field the proper units or even sent a few decimators your way. Judging a weapon's success against zerging, unsupported infantry is just about the worst metric there is. A blind monkey with a hand grenade and a vague idea of how to use it could get kills like that.

Personally, I think the flail is a piece of shit that is useless 90% of the time and overpowered the other 10%--but to use it in battlefield conditions requires, EVEN IN SIGHT DISTANCE, air cover. If your enemy has libs or reavers in the sky, say goodbye to your flail. If your enemy has tanks out and you don't, say goodbye to your flail. That happens a lot since the flail and the tank share the same cert and when one side has access to the flails, they tend to be light on tanks. It's actually pretty crippling! I'm sure you've seen it happen before. That's because the flail is an extremely limited weapon that is very powerful in a handful of situations while tanks are moderately powerful in a wide range of them. Likewise reavers.

So in a sense your ability to operate the flail depends on your team's ability to keep enemy aircraft out of the sky and enemy tanks away from you, or, as in the case you mentioned, OpFor's inability to field them. Paradoxically enough, fielding flails can actually reduce a force's chance for success when they have an enemy seriously capable of defeating them. The old 'flail on the hill' is just about the most annoying opportunist in the game, just above spawn camper. He isn't actually contributing anything--they battle was already over if he can do that, because there's no enemy air power, and no enemy ground power, and they can't field enough av infantry to kill a huge immobile target less than 200 meters away. Don't think you can operate in a vacuum with that thing.

flypengy: Nobody said the flail wasn't a weapons platform. I said it wasn't a one-man weapons platform. In any case, the flail is also overpowered.
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Last edited by Seer; 2004-04-11 at 04:56 AM.
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Old 2004-04-11, 11:23 AM   [Ignore Me] #75
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I wish i'd had the foresight to append a pole to this thrread, afte rall there's been some very heated debate but I think the majority opinion are: 1) There needs to be rearm pads for ground vehicles. 2) Reavers and other aircraft delivery functionality disporportionate to the other vehicles. Item one needs something done about it, item 2 might. But i personnaly whould be happy just giving bases more AA abilities.
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