Originally Posted by Moof
Strand of the Ancients
* Antipersonnel Turrets will now gain vehicle immunities, use falloff damage, and damage increased to 4000 + 200 per level to compensate for falloff.
I haven't seen this been mentioned yet. Perhaps I'm being stupid, or I have missed something somewhere, but does anyone know what this actually means? Specifically, the "falloff damage" part.
|
I would like to know this as well, as for a point of reference, anyone know how damage is calculated earlier? Just wondering how big of a buff this is to the damage.
Changing the course of this thread a bit. In Strands, many games start out with a zerg to one color. Horde often adapts to this quickly, but find ourselves on one side (with the alliance deciding to zerg the other side). Eventually, Horde runs back in time to stop the Alliance push as the Yellow gate is reached/destroyed. At this point, I feel some theory work needs to be done since something different always happens.
First, asses which GY's are not taken and defend them. The exception is the south GY. Allowing the south GY to be taken while defending, does slow the offence. After rezing, they have to run back to the west and east GY's taking more time to get in a vehicle. After the yellow gate is down, however, it is sort of a toss up if you should take the south GY. Personally, I still feel it should not be taken because A) with only the east and west GY you still rez next to the workshops and B) the defence does not rez right next to the final gate allowing you more time to do damage before killed players rejoin the fight in the court yard.
Second, tank drivers need to form a line. You don't want to be on top of each other as the anti tank weapons will hit each tank for the same amount when stacked. You are also allowing AoE damage to hit all tanks. Really, what you want to do is form a line so the defence is forced to attack, one at a time, each tank. This minimizes their overall tank DPS while maximizing your own tanks survivability (the exception is the lead tank of course).
GY's and bombs are huge. I have seen games won soley through the use of bombs after the first wave of tanks was stopped. And I have seen games lost because no one capped the GY's after getting through the walls.
The other two big mistakes I see are not knowing when to DPS a turret down, and spacing the tanks too far from each other. These may seem simple to you/me, but my hope is to spark other ideas for people to share. It is too easy to take the first, and even second wall down in a pug. The key, comes down to what your team does (or doesn't do) to ensure strategic areas are defended/attacked accordingly.
PS Anyone else feel that the turrets in Strands should be the same as those used in WG (except the range)? I hate having to leave a vehicle because someone is in the turrets "blind spot." Maybe add a small AoE knock back?