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Oh come on, no serious titan gunner doesn't play engy. The only reason most people use other kits while titan gunning is because they're probably going to hop out soon, not stay there the entire round.
Also, either I'm tired or just plain stupid, cause I didn't get the raidyr joke.
Erhadt, I know the last bit was based on assumptions but it really is not hard to know who is shooting at the titan guns, seeing as most people do it with the AA guns near the silos (I rarely use the titan guns by the way :p)
Oh come on, no serious titan gunner doesn't play engy.
Oh, I totally agree, but the fact is, there's no shortage of guys in the gunner consoles who AREN'T engineers... how else does a Titan end up with a bunch of blackened stumps on the bottom side that never get repaired?
But yeah, absolutely anybody who's serious about putting those guns to use is in as an Engineer. I just don't think, in my experience, it happens so often as to be considered the norm. I've been on the gun/flight deck plenty of times, watching the consoles go up in smoke, and the guys at the guns just shift to a working gun or get up and wait for the next bus with me if they're all blown because there isn't an engineer around.
Originally posted by Ben
Erhadt, I know the last bit was based on assumptions but it really is not hard to know who is shooting at the titan guns, seeing as most people do it with the AA guns near the silos (I rarely use the titan guns by the way :p)
Agreed, but if the gun wasn't actually facing the AA turret when it got blown up, and the guy in the AA gun wants to keep that Titan gun down, he can quite easily. The moment he sees the repair sparks coming from the junk, he can just pull the trigger some more and cancel out whatever good an Engineer is doing inside. You'd need 2 or three Engineer's with the advanced tool to overcome him.
Or, I guess, one guy of any class to pod down and knife the bastard in the AA, LOL
And a perfectly placed Titan on Suez can cover all 5 silos. Let me tell you how much fun it is to try to take ANY silo where whenever you go you get cannon spammed to death. :dead:
Whoever suggested that the Titan guns should function more like a vehicle (can be kept alive/fixed when damaged but if destroyed you have to wait for it to respawn) than like a Commander asset (immediately restorable if destroyed) was spot-on, that guy's a genius. Think of the tactics around that: squads would check the Titan, determine which gun(s) can shoot the silo they want to take, take out the gun(s) (which won't kill the gunner) and know that they've got a minute or so to storm the silo, kill the guys there, cap it, and get out before the Titan gun comes back. Brilliant, I love it, and nominate it for inclusion into the next patch after 1.4!
That is not true, As soon as you destroy that titan gun the titan gunner will be repairing it and get 2 free points in the space of about 5 seconds just for turning the gun from red to green and then he will probably know exactly where you are and probably kill you.
We all know you can only get points for up to 8 titan guns killed, and I thought I read that there's a repair-pts limit as well-- after that, at least, it's all work for the titan shooter.
I love playing engineer in a heavy vehicle under attack by titan--it's easy to time your repair betwen volleys and use the vehicle's active defense as well. If the silo is capable from a vehicle, the you can survive the titan attack for a long time. And when he stops shooting at you, get out and kill the recon he's trying not to teamkill.
Likewise, smart timing aboard the titan (especially with the engy's enhanced repair upgrade) can keep a gun alive long enough to frustrate a lot of AA gunners-- again, jump out of the seat and repair while you're waiting for the titan to reload.
Frustrating the other player is a great way to make him do something risky or stupid, be that leave the safety of the titan to harm you, or try sketchier cover against your titan guns, or maybe even give up the attempt at silo capture.
We all know you can only get points for up to 8 titan guns killed, and I thought I read that there's a repair-pts limit as well-- after that, at least, it's all work for the titan shooter.
Max 8 points for bringing the Titan guns online, but you will get standard repair points if the gun is manned while you are repairing it. No limit on that.
Whoever suggested that the Titan guns should function more like a vehicle (can be kept alive/fixed when damaged but if destroyed you have to wait for it to respawn) than like a Commander asset (immediately restorable if destroyed) was spot-on, that guy's a genius.
I wouldn't go that far. (Well, that guy may still be a genius; not for me to say.) If you really think it's that imbalanced, I'd increase the time it takes to get the gun operational again, from destroyed. Right now it takes just a few seconds before you start seeing repair progress and the red X turns to a green turret. How about 20 seconds? Or you can't just repair ot to 10% and start firing again, but it needs, say, 50%
You don't even need to repair it to 10. 1 will do.
I like your 50% idea. But have the gun remain a "stump" until 50% and have it pop up at 50% so it wouldn't be impossible to get the guns back online.
I've always had the idea that if a titan missle hits your titan allow it to take out the guns as well. they would need a repair after that. but thing is if you got 3 missle silos htting a titan this would make titan whore'n much more difficult.
You don't even need to repair it to 10. 1 will do.
I like your 50% idea. But have the gun remain a "stump" until 50% and have it pop up at 50% so it wouldn't be impossible to get the guns back online.
I've had this problem with all commander assets, really; when the game is on the line and you've killed the recon who has been tramping around your base blowing up your assets, there's not a huge incentive to give a full repair sometimes, and if you haven't killed him yet, there's no incentive at all-- just repair for the 5 seconds it takes to get the guns/radar/UAV operational again and then go after the recon who damaged it in the first place. *Then* you can come back and repair it, if there's no crate to do the job for you.
50%'s just a guess, but I think it's a good starting place for figuring out a balancing point.
One notable difference between assets and spawning "vehicles" (which I quote because this has traditionally included AA and other mounted gunnery throughout the BF series) is that "vehicles," once slightly damaged, or just relocated, will then steadily decay until they blow up, to give themselves a chance at respawning with full health. I think it's tempting to have Titan guns do this just as their natural enemy, the AA mount, will do, but they have position-limited and orientation-limited attack coverage (if they could spin 360, they'd be murderously unbalanced) and compared to orbital strike, they're a bit weaker-- it's much easier to bear them out or take cover from a Titan gun. Also, it's nice for Engineers to get some teamwork points by taking them out.
As for the above proposal of making the guns only repairable from an exposed position, well, I'd say that makes less sense than having them fire from an exposed position in the first place-- such as being down in the turrets-- or maybe instead of dying down there, they just fall out of the titan, come what may.
If not that, we can still shake the Titan gun balance a little: Have the gunners be exposed to fire from anyone who can make it into the cargo bay.
Whoever suggested that the Titan guns should function more like a vehicle (can be kept alive/fixed when damaged but if destroyed you have to wait for it to respawn) than like a Commander asset (immediately restorable if destroyed) was spot-on, that guy's a genius.
Here come the whiners. I use the Titan guns and I've been killed by Titan guns and IMHO the guns are fine. BOTH teams have access to the guns so whats the problem here? Any half decent commander will park the Titan in a strategic spot to cover the maximum amount of silos to defend. Speaking from experience a squad of 2 engys and 1 supply can render the guns useless in no time and there is even a spot underneath the Titan where no gun can hit you.
Honestly the BF community sometimes annoys me with the constant whining and requests to nerf weapons. Its not like 1 team can pick the best weapons and gain a massive advantage. Both teams have access to all the weapons (presuming you have the unlocks) and both teams have access to Titan guns. Both teams can have a commander that can move the Titan (if allowed) so where is the problem? I've played some Titan rounds where 2 silos were neutral for most of the round due to both Titans defending/whoring them.
I say leave the guns as is, for me Titan mode is the best game type I've ever played so DICE please don't let the whiners ruin another game like they did with BF2. Adapt or disconnect, don't sit there crying how you keep getting owned by someone who is invincable.
to quote that famous line "did iq`s suddenly drop while I was away?"
if you re read my posts.. my concern was not about how powerful the titan guns are but about how unbalanced they are.. titan gunner + a infantry squad = 6-0 k/d for the gunner... where is the balance?
to quote that famous line "did iq`s suddenly drop while I was away?"
if you re read my posts.. my concern was not about how powerful the titan guns are but about how unbalanced they are.. titan gunner + a infantry squad = 6-0 k/d for the gunner... where is the balance?
So wait, just because someone gets more points/kills than you makes something unbalanced? If I killed a Voss/Baur user with a pistol over and over, would that make it unfair?
Ah now I see. You are a heavy assault player, who plays Conquest maps 3x as much as Titan, with the typical Voss/Defib/Rockets. With an abysmal time as engineer and favorite vehicle being a walker, this thread no longer surprises me.
Ironically you have a total of 34 hours in Titan guns.
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