T2 PD OP

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T2 PD OP

Postby SJAndrew » 14 May 2012, 04:36

Topic says it all.

I use triads like there is no tomorrow. I used to use the gun upgrade much more, but find T2 engineering suite to be a much more effective upgrade on pretty much any map as the T2 PD just makes for such an effective weapon (with mid and late-game use).

It seems MANY games in FAF come down to t2 firebases or PD creep. Either mmls need to be buffed or T2 pds nerfed.

Thoughts?
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Re: T2 PD OP

Postby FunkOff » 14 May 2012, 05:45

T2 PD are actually really well balanced and incredibly easy to kill with TMLs, MMLs, any form or artillery, air, or rushing.

The reason why lots of games are fire-base crawls and MMLs rarely see the light of day is because of shields. Shields have such high regen that the low damage of MMLs can't do much, particularly when overlapping.
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Re: T2 PD OP

Postby noobymcnoobcake » 14 May 2012, 09:11

FunkOff wrote:T2 PD are actually really well balanced and incredibly easy to kill with TMLs, MMLs, any form or artillery, air, or rushing.

The reason why lots of games are fire-base crawls and MMLs rarely see the light of day is because of shields. Shields have such high regen that the low damage of MMLs can't do much, particularly when overlapping.

This.
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Re: T2 PD OP

Postby Jace » 14 May 2012, 11:13

As many games come down to firebases because of map-issues.
There are also as many games that come down to forced Shootouts for WeaponUp with OC.

Actually i think the T2Up is indeed inferior to WeaponUp if its a map with two equal opponents and both commanders at the frontlines. The on with the WeaponUp will push the other one back without giving him the chance to build a firebase that can hold the enemy commander from advancing.
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Re: T2 PD OP

Postby -_V_- » 14 May 2012, 11:50

OR you can also play maps where t2 pd push or tower bases are completely irrelevant :)
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Re: T2 PD OP

Postby Softly » 10 Aug 2012, 08:16

I think that broadly the consideration that t2 pds are op comes from map choice. They incredibly ineffective against a mobile army on a wide open battlefield, which limits their use to choke-points and creeps on bases.
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Re: T2 PD OP

Postby Doompants » 11 Aug 2012, 00:01

FunkOff wrote:T2 PD are actually really well balanced and incredibly easy to kill with TMLs, MMLs, any form or artillery, air, or rushing.

The reason why lots of games are fire-base crawls and MMLs rarely see the light of day is because of shields. Shields have such high regen that the low damage of MMLs can't do much, particularly when overlapping.


Did anybody "this" this yet? Cuz I think this needs to be "This"ed.
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Re: T2 PD OP

Postby Doompants » 11 Aug 2012, 00:10

seriously though.. without a shield, T2PD can be taken out pretty easy by sacrificing a handful of t1 arty at it. It'll kill most of em, but it'll die.
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Re: T2 PD OP

Postby Icy » 11 Aug 2012, 00:18

Just another reason to build more absolvers :)
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Re: T2 PD OP

Postby noobymcnoobcake » 19 Aug 2012, 23:30

but absolvers need a range buff from 60 to around 80 to be effective later game
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