Foxhole
Warden Anti Tank Rifle
I woud like to ask how is It balanced?, actually Wardens have ATR and Colonials do not.
There is some kind of reason for this or just another ?
< >
31-45 / 63 のコメントを表示
HaJiZu 2021年10月15日 14時35分 
Smetrix の投稿を引用:
HONVÉD HaJiZu の投稿を引用:

Where?
In game, where else?

Yes in absolut close range at full damage from behind if it is not bounce off. But only grenades make full damage.
HaJiZu 2021年10月15日 14時36分 
Soul の投稿を引用:
Lets talk about the Bane
Okay speak about it. The weapon is 20% weight and every ammo is like 30 so if you do not want yourself to be immobile you can only carry 2.
The game is balanced in the aggregate and, in some ways beyond the individual (as in cost of items).
Eziowicked の投稿を引用:
the anti tank rifle is better for range, but ignifist is cheaper and weighs less and does more damage, you can still carry an actual gun and have an ignifist on you at the same time. a whole squad of infantry can carry a single ignifist which makes it reliable. the anti tank rifle weighs 38% of your inventory and plus the 20mm ammo, the ignfist weighs 21.8% if the information in the wiki is correct and updated.

you only get 5 anti tank rifles per a crate and you still have to make the 20mm ammo crate, which takes more time and resources. You get 15 ignifist per a crate. The ignist is more affordable and if you die with one it isn't a big loss of resources.

Difference is the ignfist is useless as its range is extremely poor. Only tank you're hitting with an ignfist is one with a blind crew. AT rifle can easily setup and get shots off especially in the dark.
Metalsiren IXI の投稿を引用:
Eziowicked の投稿を引用:
the anti tank rifle is better for range, but ignifist is cheaper and weighs less and does more damage, you can still carry an actual gun and have an ignifist on you at the same time. a whole squad of infantry can carry a single ignifist which makes it reliable. the anti tank rifle weighs 38% of your inventory and plus the 20mm ammo, the ignfist weighs 21.8% if the information in the wiki is correct and updated.

you only get 5 anti tank rifles per a crate and you still have to make the 20mm ammo crate, which takes more time and resources. You get 15 ignifist per a crate. The ignist is more affordable and if you die with one it isn't a big loss of resources.

Difference is the ignfist is useless as its range is extremely poor. Only tank you're hitting with an ignfist is one with a blind crew. AT rifle can easily setup and get shots off especially in the dark.

the 20mm shells will bounce off armor and even if they do penetrate they do very little damage. once a tank sees its getting hit by 20mms it will back off or just rush the AT rifle position and kill it.
Eryan 2021年10月15日 21時22分 
HONVÉD HaJiZu の投稿を引用:
Eryan の投稿を引用:

LTD, 68 mm 45 m range.
Bane, almost 30m range can 4 shot most tanks.

Where?

I was actually wrong. Bane has 45 meters range. So I guess you can kill us with both bane spam and LTD spam.
Collies get artie early and isg and now they are crying about our range typical
DantesLight の投稿を引用:
FuscusNight の投稿を引用:
Welcome to collies you make do with what you get and endure the endless spam of Wardens spamming "cope,seeth and skill issue" as your tanks get out ranged your AT get out ranged and if you made the unfortunate choice to play shard 2, get horribly out populated by Wardens.

Lol @ this.

Play shard 2 warden at night and then tell me the colonials are 'Out populated'.

I've repeatedly worked together with 5-10 wardens taking on 20+ colonials with armor (which is a rarity on our side, yet collies always seem to have 5 to 7 spare tanks lying around.)

What do we do?

We disable your tanks with whatever we have. Stickies, White Ash, our knuckles, whatever we have to get the job done. Please note that ALL of those things require the tank to be in a hazardous position (i.e. next to a trench or bunker).

THEN we hit them with AT rifles, because the AT Rifles themselves are a DEFENSIVE weapon. They are designed so that it is incredibly difficult to use them offensively. The tank has to come to US.

If you hazard your armor to the point it's both tracked and being hammered by ATR, you should think about positioning more than complaining.

Colonials have an overwhelming advantage on shard 2 at night. We sometimes lose entire hex's overnight.

Colonials often fail to HOLD territory. That's on YOU, not US. We fight for every inch, every centimeter, every nanometer of land.

As a new player, but someone thats experienced the front lines, i have to agree here.

Wardens are often outnumbered and outgunned in the tank dept. but TBH our logistics are gods, always coming thru when it counts allowing us to draw these battles out.

Our guys make effective use of terrain and build intelligently in combat, something i dont see Collies doing often either.

As to the warden AT rifle, i use it a fair bit and its noway OP. You can carry 3 clips and the gun and a bandage, thats it. Anything else risks encumbrance which is a 100% EZ kill for the enemy.

Thats my opinion anyway.
最近の変更はSamadhiが行いました; 2021年10月16日 3時46分
Banes are heavy and their ammo is ridiculously heavy, you can barely carry two or three missiles before you're forced to a crawl. The Warden tanks are also objectively superior. I've seen multiple tank engagements where there were an equal number of tanks or more tanks on the Collie side and the Wardens still won.
Chaos Marine の投稿を引用:
The Warden tanks are also objectively superior. I've seen multiple tank engagements where there were an equal number of tanks or more tanks on the Collie side and the Wardens still won.
Weren't the colons' tanks also significantly cheaper?
Eryan 2021年10月16日 6時22分 
Chaos Marine の投稿を引用:
Banes are heavy and their ammo is ridiculously heavy, you can barely carry two or three missiles before you're forced to a crawl. The Warden tanks are also objectively superior. I've seen multiple tank engagements where there were an equal number of tanks or more tanks on the Collie side and the Wardens still won.

Bane does 550 dmg at 45 m range per penetrating rocket and has a reload rate of 4.3 seconds.
ATR has a 41 m range and does between 150-225 dmg per penetrating shot at a fire rate of ~0.9 shots per seconds.

Overall you need to penetrate at least 3 shots to do the same damage as a penetrating bane.
Since the ATR bounces way more than the bane that would probably be more like 5 or 6 shots on average.
By the time the ATR has fired 5 shots you've reloaded your bane and fired again.

Most tanks wont stick around to take multiple more ATR/Bane shots. On average the bane is way more efficient as a damage delivery device.


Your tanks are fine. Yesterday we captured an MPT in the heartlands and used it to suicide charge into 3 of your MPT's and a smelter. We managed to turret 2 of your MPT's and kill the 3rd one. Our captured the smelter (which was very lucky for us in the captured MPT) and used it to kill 2 reinforcing bardishes. We chased down and killed the two turreted MPT's with the help of sticky rushers.

Edit: I tried trading a fresh and fully stocked outlaw for a captured bardishe with no armor and less than 20 shells left.
Wardens love your tanks. Why don't you?

That 3 MPT kills and 2 bardishe kills using an MPT and a smelter captured during the fight.
And yes, both sides had about an equal amount infantry support.

On wednesday we captured a bardishe with no armor left
. That was the first time I used one of em. Over the course of 1 hour and with the help of a FC we killed 3 MPT's a smelter and another bardishe.. After that we got chased down by 2 bardishes an 1 MPT and a smelter. The MPT got away.
We killed the 2 bardishes and our infantry stole the smelter after it shot us several times.
We lost our bardishe after taking 2+ smelter hits and about 5 hits from the abrdishes. The MPt shot once I think and ♥♥♥♥♥♥ off. I think that was more than a fair trade.

You might be right. Colonial tanks seem to get a buff when they are crewed by wardens. We should make a petition to the devs and tell them to nerf all tanks stats by 50% if they are crewed by wardens. That seems to be the only way to balance all the tanks.

最近の変更はEryanが行いました; 2021年10月16日 6時32分
just flank bro
HaJiZu 2021年10月16日 7時49分 
Eryan の投稿を引用:
Chaos Marine の投稿を引用:
Banes are heavy and their ammo is ridiculously heavy, you can barely carry two or three missiles before you're forced to a crawl. The Warden tanks are also objectively superior. I've seen multiple tank engagements where there were an equal number of tanks or more tanks on the Collie side and the Wardens still won.

Bane does 550 dmg at 45 m range per penetrating rocket and has a reload rate of 4.3 seconds.
ATR has a 41 m range and does between 150-225 dmg per penetrating shot at a fire rate of ~0.9 shots per seconds.

Overall you need to penetrate at least 3 shots to do the same damage as a penetrating bane.
Since the ATR bounces way more than the bane that would probably be more like 5 or 6 shots on average.
By the time the ATR has fired 5 shots you've reloaded your bane and fired again.

Most tanks wont stick around to take multiple more ATR/Bane shots. On average the bane is way more efficient as a damage delivery device.


Your tanks are fine. Yesterday we captured an MPT in the heartlands and used it to suicide charge into 3 of your MPT's and a smelter. We managed to turret 2 of your MPT's and kill the 3rd one. Our captured the smelter (which was very lucky for us in the captured MPT) and used it to kill 2 reinforcing bardishes. We chased down and killed the two turreted MPT's with the help of sticky rushers.

Edit: I tried trading a fresh and fully stocked outlaw for a captured bardishe with no armor and less than 20 shells left.
Wardens love your tanks. Why don't you?

That 3 MPT kills and 2 bardishe kills using an MPT and a smelter captured during the fight.
And yes, both sides had about an equal amount infantry support.

On wednesday we captured a bardishe with no armor left
. That was the first time I used one of em. Over the course of 1 hour and with the help of a FC we killed 3 MPT's a smelter and another bardishe.. After that we got chased down by 2 bardishes an 1 MPT and a smelter. The MPT got away.
We killed the 2 bardishes and our infantry stole the smelter after it shot us several times.
We lost our bardishe after taking 2+ smelter hits and about 5 hits from the abrdishes. The MPt shot once I think and ♥♥♥♥♥♥ off. I think that was more than a fair trade.

You might be right. Colonial tanks seem to get a buff when they are crewed by wardens. We should make a petition to the devs and tell them to nerf all tanks stats by 50% if they are crewed by wardens. That seems to be the only way to balance all the tanks.

Yes the Colonial tanks good against Colonial tanks but not against Warden tanks. The Warden tanks are expensive but durable. The Colonial tanks are cheap but bad. But 50 cheap tanks against 50 expensive tanks ... Which side would win? Otherwise the difference is like 20%
Eryan 2021年10月16日 8時05分 
HONVÉD HaJiZu の投稿を引用:
Eryan の投稿を引用:

Bane does 550 dmg at 45 m range per penetrating rocket and has a reload rate of 4.3 seconds.
ATR has a 41 m range and does between 150-225 dmg per penetrating shot at a fire rate of ~0.9 shots per seconds.

Overall you need to penetrate at least 3 shots to do the same damage as a penetrating bane.
Since the ATR bounces way more than the bane that would probably be more like 5 or 6 shots on average.
By the time the ATR has fired 5 shots you've reloaded your bane and fired again.

Most tanks wont stick around to take multiple more ATR/Bane shots. On average the bane is way more efficient as a damage delivery device.


Your tanks are fine. Yesterday we captured an MPT in the heartlands and used it to suicide charge into 3 of your MPT's and a smelter. We managed to turret 2 of your MPT's and kill the 3rd one. Our captured the smelter (which was very lucky for us in the captured MPT) and used it to kill 2 reinforcing bardishes. We chased down and killed the two turreted MPT's with the help of sticky rushers.

Edit: I tried trading a fresh and fully stocked outlaw for a captured bardishe with no armor and less than 20 shells left.
Wardens love your tanks. Why don't you?

That 3 MPT kills and 2 bardishe kills using an MPT and a smelter captured during the fight.
And yes, both sides had about an equal amount infantry support.

On wednesday we captured a bardishe with no armor left
. That was the first time I used one of em. Over the course of 1 hour and with the help of a FC we killed 3 MPT's a smelter and another bardishe.. After that we got chased down by 2 bardishes an 1 MPT and a smelter. The MPT got away.
We killed the 2 bardishes and our infantry stole the smelter after it shot us several times.
We lost our bardishe after taking 2+ smelter hits and about 5 hits from the abrdishes. The MPt shot once I think and ♥♥♥♥♥♥ off. I think that was more than a fair trade.

You might be right. Colonial tanks seem to get a buff when they are crewed by wardens. We should make a petition to the devs and tell them to nerf all tanks stats by 50% if they are crewed by wardens. That seems to be the only way to balance all the tanks.

Yes the Colonial tanks good against Colonial tanks but not against Warden tanks. The Warden tanks are expensive but durable. The Colonial tanks are cheap but bad. But 50 cheap tanks against 50 expensive tanks ... Which side would win? Otherwise the difference is like 20%

You do know that the outlaw, 2700 health, has less health than the MPT and spatha, 2900 health, right?
You also should know that both the Bardishe, has 4000 hp, and the Ballista and Scorpion, has 3300 hp, are the tanks with the highest health?
Closest we got is the silverhand and chieftains which are both at 3100 hp.

Where the hell did you get the idea that warden tanks have the most health? Our tanks have more armor which means once the armor is gone, which usually doesn't last long at all, they are way easier to kill. This also means that collie tanks can stay on the field for longer without having to worry about repairing their armor while warden tanks need to drive back and forth. Have you ever had to cross 2 borders to get to the nearest garage then cross 2 borders again just to wait for a queue? I have, several times. It kills all the fun of being a tanker. Which is why I love the bardishe. It doesn't need armor to be good..

In order of the lowest to the highest health pool on all tanks.

Light tanks
LTD<-Ironhide and most other LT's<-HTD<-Kranesca

Medium tanks
Outlaw<-MPT/Spatha<-Silverhand/Chieftain<-Ballista/Scorpion<-Bardishe


Edit: Devs have confirmed that warden tanks are almost always out numbered by 1v2 tanks on most fronts. Your MPT is also way easier to transport since you can move 5 tanks per crate while all other tanks are moved 3 tanks per crate.
Learn about your tanks instead of complaining about everything. They are ♥♥♥♥♥♥♥ good and i'd love to have the bardishe instead of the outlaw but Wardens need an outlaw because the only other tank that sort of did what it did was the ironhide which has been nerfed because devs didn't like a light tank being used to try an slow the tide of MPT spam that can outflank and outmanuever our silverhands.
最近の変更はEryanが行いました; 2021年10月16日 8時45分
This has turned from an anti Warden AT rifle thread into a purely anti Warden thread, with opinions masquerading as fact.
最近の変更はSamadhiが行いました; 2021年10月16日 8時11分
< >
31-45 / 63 のコメントを表示
ページ毎: 1530 50

投稿日: 2021年10月13日 17時48分
投稿数: 63