Page 11 of 19
Posted: March 15th, 2010, 13:25
by Dog Pants
Yeah but in order to one-shot a tank you need to:
a) Be a high enough rank engineer to have unlocked the AT4
b) Be a Warrant Officer for the explosives mod
c) Be able to actually hit the tank in the side/rear at a decent angle
So it's not like you can do it every time. And even then we don't know for sure.
Posted: March 15th, 2010, 13:42
by HereComesPete
b) - You do? I've had it from 19 I think.
And Deject - it really doesn't work like that in baconz imo. The view distance is so far that you can stick an AT4 into a tank from across the map. And given how easy it is to spawn all over the place with the correct kit to fuck things up it's harder than ever to keep a tank alive, to the point you're still in the spawn points getting fucked on a few maps.
Posted: March 15th, 2010, 13:55
by Dog Pants
I was looking at it today after reading this. I've not got it yet. Unless you unlock it earlier using class points.
Also, by 'still in your spawn points getting fucked' I assume you mean 'getting spawn raped to all shit', which seems to happen far too often on conquest maps. I've taken to spawning in our base and taking tanks or helis if they're there, otherwise the enemy spawnfucks will steal them.
Posted: March 15th, 2010, 14:02
by deject
HereComesPete wrote:b) - You do? I've had it from 19 I think.
And Deject - it really doesn't work like that in baconz imo. The view distance is so far that you can stick an AT4 into a tank from across the map. And given how easy it is to spawn all over the place with the correct kit to fuck things up it's harder than ever to keep a tank alive, to the point you're still in the spawn points getting fucked on a few maps.
I always thought that it was almost too easy to keep a tank alive in BEEF though. Just like you can spawn with all sorts of nasty anti-tank stuff, so too can the tank driver have some engineer support spawning in on him to keep it fixed up. If nothing else, it really helps balance it out so that the tank isn't on its own as a monster killing machine. Tanks have always needed infantry support, after all.
Posted: March 15th, 2010, 14:07
by Dog Pants
A tank head on with an engineer behind repairing and someone manning the MG is an absolute bitch to kill. Best to get behind it, stab the engi, and start repairing it to death yourself. Or if you're too far away my favourite trick is to put a rocket through the engineer on its way to the tank.
Anyway, rank 23 - WOII is explosives upgrade II. You might be thinking of explosives I, which is more ammo.
Posted: March 15th, 2010, 16:46
by HereComesPete
I have improved demolitions, the one that looks like a dude with a huge flower on his chest. That makes stuff blow up more.
Posted: March 15th, 2010, 17:03
by Dog Pants
Well I'm 100% sure that says Warrant Officer II for my unlock. Don't know what's happened there.
Posted: March 15th, 2010, 17:06
by HereComesPete
Well magnum ammo is meant to be 13 but it actually unlocks at 16.
I think there's quite a few fucked up unlocks, reading forums I noticed quite a few people who hammered the medic class said in the first few days they just couldn't get the m60 or above. You'd get the points, get the unlock and then it and the points associated with it would piss off straight away so you had to get it all again.
Posted: March 15th, 2010, 17:17
by Dog Pants
Oddly enough my engineer magnum unlock works for the assault weapons too.
Posted: March 15th, 2010, 17:18
by HereComesPete
Thought magnum ammo was a general unlock not class specific?
Posted: March 15th, 2010, 22:22
by Pnut
HereComesPete wrote:Thought magnum ammo was a general unlock not class specific?
It is, well it works on all the ones I`ve tried it on. The enhanced explosives perk was showing as being unlocked at WO2 for me but i just got it at lvl 17, very odd.
Posted: March 18th, 2010, 19:14
by buzzmong
There's a massive flaw in the class balance/design barring the medic sporting a LMG, and that's the fact that the assault classes have ammo packs.
Which gives them unlimited noob tubes. Fuck me, that's a rubbish design decision.
I think Beef had it right with 2 support classes (medic and support) rather than trying to make assault into a tank class.
The other thing I've noticed is that there are too many guns, and thus what're there is unbalanced, as people were aware the other night from my moaning about the PKM being crap and the M60 being good, there's no real balance there as there are massive gulfs in the weaponry.
Posted: March 18th, 2010, 19:33
by Dog Pants
There seems to be much wailing and gnashing of teeth about the M60, but other than that I'm not hearing much else about imbalances. Certainly from an engineer perspective there's not a whole lot of difference in the weapons, and none of them could be considered overpowered (apart from maybe the AT4 if you're being shot in the tank by one).
I can't speak for other classes though.
Posted: March 18th, 2010, 19:37
by HereComesPete
If you crouch and stay still with the pkm it'll still do the job. If you want to run around take the saw.
As for assault, it takes a long time for you to restock your own ammo compared to everyone else. You have to drop the crate and leave it alone, then go back to get it working at all really.
It's not perfect but I find the classes generally balance better than beef, plus I actually play assault now!
Posted: March 18th, 2010, 19:38
by Dr. kitteny berk
buzzmong wrote:Which gives them unlimited noob tubes. Fuck me, that's a rubbish design decision.
Technically, yes.
Realistically, no.
You have to move away from the box and come back again to make it rearm you at a useful rate.
Not to mention, it's not a great point earner that way.
You're much better off mutually rearming another assault player, that way you don't have to move to get it to work, and you get points for it.
Posted: March 19th, 2010, 17:57
by buzzmong
I think I know what gets my goat with the M60, as apart from being high damage, when you couple it with the marksman training to increase the accuracy, it becomes an assault rifle.
It's far far too accurate when on the move and when standing up. It should be a crouching weapon like the PKM as having increased damage and hip accuracy puts it leagues ahead of the other LMG's.
Shame there's no prone really, otherwise it would be easier to balance.
Posted: March 19th, 2010, 18:12
by Dog Pants
I've honestly not noticed any one weapon being overpowered. It's not like every other person carts an M60 around. Some fights you win, some you lose. I have noticed I'm always in the wrong place at the wrong time;
Spawn as assault, get sniper raped repeatedly
Spawn as sniper, a tank turns up
Spawn as engineer, someone else gets the killing blow on it, and I get brutalised by assaults
Posted: March 19th, 2010, 18:40
by Dr. kitteny berk
Dog Pants wrote:I've honestly not noticed any one weapon being overpowered. It's not like every other person carts an M60 around. Some fights you win, some you lose.
As far as the medic class goes, the M60 is an interesting choice.
to make it effective, you really need the red dot sight on it, and the accuracy mods.
Both of these override medpack upgrades, making you more combat effective, but less useful as a healer.
As much as you'd like to think that the game is oddly unbalanced, it seems to me that all the classes are balanced against themselves, and against each other.
Posted: March 19th, 2010, 18:56
by Mr. Johnson
Dog Pants wrote:I've honestly not noticed any one weapon being overpowered. It's not like every other person carts an M60 around. Some fights you win, some you lose. I have noticed I'm always in the wrong place at the wrong time;
Spawn as assault, get sniper raped repeatedly
Spawn as sniper, a tank turns up
Spawn as engineer, someone else gets the killing blow on it, and I get brutalised by assaults
This has been the case in every BEEF game though. For me, at least.
Dr. kitteny berk wrote:
As far as the medic class goes, the M60 is an interesting choice.
to make it effective, you really need the red dot sight on it, and the accuracy mods.
Both of these override medpack upgrades, making you more combat effective, but less useful as a healer.
As much as you'd like to think that the game is oddly unbalanced, it seems to me that all the classes are balanced against themselves, and against each other.
Actually, I've managed to wipe out entire squads with my M60 not using either of those, I've even managed to headshot a few snipers from fairly far away. This is rare though.
But I certainly don't think it's overpowered, it just gives medics a chance to clear out a few enemies before going around rezzing their team mates, other guns made this pretty hard.
Posted: March 19th, 2010, 21:38
by Gunslinger42
Dr. kitteny berk wrote:
As far as the medic class goes, the M60 is an interesting choice.
to make it effective, you really need the red dot sight on it, and the accuracy mods.
Both of these override medpack upgrades, making you more combat effective, but less useful as a healer.
As much as you'd like to think that the game is oddly unbalanced, it seems to me that all the classes are balanced against themselves, and against each other.
I never use the medkit upgrades anyway, I'd prefer another grenade or something. Personally I like it with regular sights (just so I can have something else instead of red dot) and the zomg bettar bullitz.