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Post by Koalabear on Dec 16, 2021 8:54:54 GMT -5
Ok, I wanted to start a discussion where we can ask and answer question we have about how to deal with specific builds, maps and players.
For example, here's mine.
How do you deal with freaking DRG16 Panther builds that never step out of cover?? It's bad enough that it's maxed and running DRG16, but the player will tuck himself into a corner and refuse to step out. I've tried JRs and RMs and still have a hard time hitting him. Then, add in keyboard and mouse players who use this build and can change direction in a flash.
This is why I say they need to nerf the Stasis Field somewhat so that you can consistently hit these people from the sides if their side is sticking out. JRs should be able to hit them and RM splash damage should be able to hit them too. When they get the indicator that missiles are incoming, they have to pick which side of the fence to move to and will have a 50% chance of getting it wrong. That would balance this build out somewhat.
To be fair, it's really only TDM where this build really annoys me because in CPC, I'll just stay away from him and cap beacons and win the game. He'll get MVP for most kills, but heck, a win is a win right?
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 16, 2021 10:51:06 GMT -5
Just gonna throw a few things and see if they stick… not including the indirect fire you already mentioned.
#1. Not the most common, but the most obvious… Dual RG Guardian. Can take a few hits and can put the Panther into System Crash, then kill them.
#2. Any burst build non-maxed Guardian… as long as you can approach then to get within your ability range, you are their direct counter.
#3. Arc 10 KS… You can dash through the Fence. Arcs really mess up the RG aim for when their fence is down or you are passed it… if combined with a dash though the fence into them, it can work.
#4. Zep if you can position in a way that allows you to freeze then kill them. Arcs or MRs, preferably.
#5. Possibly a Redox with heavy burst weapons can freeze and damage it while out of sight, then move in for the kill. Or, spam the ability and kill them slowly with corosion, as unlikely as that is to work, on the right map and in the right spot, it might. Maybe.
#6. Timing the fence and the RG shots (to be sure of how many reloads are left) can allow you to attack when they are vulnerable if you are in any build, but especially a build that doesn’t act as a direct counter because of good abilities. This isn’t fool proof by any means, and you may miss opportunities to kill their bots as you wait for your chance. Risky.. but possible, and pretty much the only way.
#7. An addendum to #6… use your AI as bait… let the RGs fire on your AI, preferably an Ares or other heavy HP mech which may trigger their instinct to use their Fence, then move in after the fence goes down. Expect to take a couple of RGs for your trouble… but if you are lucky, neither will Crit and you can eat up that Panther’s relatively low HP.
#8. Ignore them and go HARD on their AI
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Post by reconnecting on Dec 22, 2021 14:33:04 GMT -5
I use Panther DRG16 alot on TDMs. The KS is the bane of Panthers existence. Dash and burst fire or use PCs to finish. I backpedal away from Killys. Mortars can also hit it well on open maps. Sometimes Javs if the player is skillful.
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Post by nocluevok on Jan 10, 2022 10:09:47 GMT -5
I've been on a quest to get the "field commander" task completed for my Lancer (1350 double beacon captures) Finished it last night. If nothing else, it's an exercise in patience and persistence. Along the way, I also managed to put a huge dent in the RPG damage task as well. Knowing and accepting the simple fact that ya can't and won't win em all goes a long way. Taking out a rival pilot's precious maxed out bot with an RPG Lancer is its own reward. More often than not when I get in a 5 on 5 CPC match with a maxed out "untouchable" bully, they get careless. Impatience is a killer. In a standoff situation, my underpowered bot has all the time in the world. Meanwhile, those duel RG's he's packing are out of action.
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