Ye. Plus, with that in mind, the Beamy Deffgun has an easier time to kill 'em (as well as the Lascannon, but they're basically the same), not ta speak of Deffguns in general!
I think vehicle vs vehicle combat across the board is a tacked-on and phoned-in experience. We already knew since the Miguel days that this was an infantry-focused experience. It's not surprising that this issue exists. I personally think vehicles should take tokens to spawn rather than lengthy cooldown timers (while still keeping the cap on the number that can be spawned at once). Players should fear predators, falcons, and gunwagons when they see them instead of viewing them as an inconvenience. The guns need to have some weight, and driving as a whole needs a second revamp--even though it's as close to forza as it gets right now .
Being primarily a Melee player I can only really comment on my view on LSM / CSM / Ork version of "stealth" - Shock tactics vrs Eldar's more obvious traditional version of Stealth as they are currently the only focused Melee class Eldar have. Currently having a blast on Scorpion, though not as fast at getting into the fight as JPA / Raptor / Stormboy: JPA / Raptor / Stormboy: Rather than taking our target unawares by screaming out of the sky at a great rate of knots, wrecking everything in anything but a quiet fashion, then screaming into the air to re-position for the next kill. Scorpion: It can be quite rewarding lurking about a cap point for targets to kill, taking them by surprise more quietly then slipping back into obscurity after our target mysteriously falls lifeless ready for their ally to attempt to revive their fallen comrade who also mysteriously meets a similar fate moments later. For the above the grass isn't greener, its just different. But back on topic, Mobile Armour: Currently however the grass is blindingly green for Eldar's mobile armour's Transport / Tank / Ordinance, in particular the Transport is certainly over performing on all fronts, the others to a lesser degree but still over performing. Anyone who says otherwise must be either: 1) Haven't seen any Eldar tanks yet so they haven't yet experienced the extreme derp that most of us have in one form or another as they are taking my previous advice and are currently hiding indoors in hope that a Wave Serpent doesn't squeeze its way through some impossibly narrow point, completely unreachable by any other factions mobile armour. 2) Or are taking my other advice, are playing Eldar and so are currently under the delusion that Eldar mobile armour isn't enormously broken and is working as intended. Eldar Transport over performance: Being the ONLY FACTION'S Transport that is able to do not only any damage, but the damage they deal is HUGE to other factions mobile armour. All Eldar mobile armour are near impossible to take out by classes designed to damage mobile armour: However they are all one man death machines that can roll over everything without much effort, and if its manned its all but unstoppable due to: Not being able to be damaged due to extreme agility allowing them to roll over everything, any attempt to take it out via Melee Power Weapons / Melta Bomb / Melta & all forms of ranged weapons that affect mobile armour.
If your lucky enough to get 1 shot off with a Laz Cannon without having: 1) A Wave Serpent lodged in your eye socket (if the first shot lands, the second shot will almost certainly result in that outcome, the Eldar mobile armour having launched itself into the stratosphere landing at right angles into your skull). 2) A hose like dual stream of flying discs carpeting you and everything / everyone in the surrounding area. 3) Being one shoted by an Eldar Laz Cannon, only with a better mechanic: one that doesn't require to track their target for the shot to land. So yes I have experienced the awesomeness that is the SM / LSM / Ork Laz Cannon equivalent vrs Eldar mobile armour. For classes that are supposed to specialize in taking out heavy mobile armour AND NOTHING ELSE the resulting outcome is pretty poor. The vehicle pretty much has to be unoccupied in order for it to work, and if that's the case I'd do just as well with any other weapon designed to take these derpstorms out. All of which being exceedingly better than the Laz Cannon due to being able to do more than just 1 thing efficiently.
Huh, I've had a lot of success with the lascannon, don't know what to tell you except mileage may vary I guess. Chin up ol' chap, we'll get through this.
Some are missing the point. The current Baneblade Wave Serpent is out gunning every tank in game, and troops can spawn off of it. There's also the fact that the durability on this vehicle isn't as low as Behavior would suggest. I'm actually fine with the durability remaining where it is currently, but those twin linked Death Stars mounted on top are ridiculous.
You think the Shuriken Cannons are bad wait till we get options like Star Cannons (Eldar Plasma), Bright Lances (Eldar Lazcannon), Eldar Missile Launchers (Think Reaper Launcher on a tank). You will see just how balanced they really are. The real problem is the Falcon is rather under powered. I know they are not using table top stats here but look at it like this a Rhino is armor 11 in the front 10 on the sides and rear. The Shuriken Cannon is Str 6. The Pulse Laser on the other hand is Str 8. Which gun should honestly kill a Rhino quicker? Sadly its not the way it currently is, but you can't take away the Shuriken Cannons ability to kill tanks. I am sorry you get a pea shooter on top of your troop transport but if you wanted an anti tank troop transport you would need a Razorback and you would be sacrificing some troops capacity for the fire power.
yeah, it would actually be more accurate to leave it like this making wave serpent eldar tank and introducing another weak vehicle for transport purposes