Now now, hold your horses, dear. @Ephaistos wasn't saying FD OP, he was saying "Hover Tank Roadkill is the stem of the problem, not the FD" Then again, a suggestion a while back said "prevent Eldar tank from OHK with roadkill unless the driver is holding down Shift". Make it stun and displace otherwise. I'd be cool with that suggestion.
I completely miss read the speed earlier. So 33% more jog speed, well very useful... They will blame Eldar again for them not being able to hit them. And The roadkill... is not a issue. They are seriously crying about a vehicle with fast acceleration being able to roll over people... Next time update it will just stop as soon as it touch a random player who forgot that tank exist? They just want to play against Eldar like they play against other races. They don't want to adapt or use the arsenal the dev gave them. NO you don't come near a moving serpent, you take a god damn MM or Lazcannon and take them down from afar. Or you take this GODDAMN GravGun, slow it and kill. Eldar need 2 players to down a moving rhino like any other race. ffs
2 man instead of one eldar. With 2 eldar on WS you still easely can outplaying this. Eldar OP and it is not about FD only thing... %) You have all shining specialist while others factions have some kind of "jack of all trade" classes. So as faction eldar best jack of all trades. And i can tell more but you really dont want talking about it in this tread. If you realy want to tell about it - just PM me Just allow me crouch to save my live.
Grav-tank vehicle roadkill is ridiculous and any self-respecting player from any faction knows this. In my opinion Grav-tank should only roadkill when hitting a player between the two front prongs when moving at boost speed. Rest of the sides should deal a stun and tiny health hit. This however is only to answer the side point that parts of this thread derailed into. My proposal is to increase ALL faction vehicle health overall by 100-200%. Vehicle mounted weaponry should also increase in damage vs vehicles by the same amount to keep the same vehicle to vehicle TTK we have now. Vehicles should get more Tanky and this would solve the problem players have with the meltabundle AND push AV into a team effort which in my opinion it should be. More details and discussion here: http://forum.eternalcrusade.com/thr...troy-them-aka-vehicle-ttk.65381/#post-1463438 Regarding Fire Dragons and this threads main topic. FD's are Anti-armour specialists. This means they are the go to Eldar class for taking out anything Tanky - be it a Shield Bro, Toughness stacked Ork, any or other type of 'Tank' built Marine, enemy Armoured vehicles, Terminators, Mega Armoured Nobs or whatever. Their weakness is their short range. Even though they wear Heavy Aspect Armour they are still not as tough as the toughest enemy equivalents. Here they are balanced by their speed and hitbox. Using Dragons to breach a point room is a valid tactic. In this situation their close range shines as they are an Anti-armour unit and not just an Anti-vehicle unit. There is a difference and Behaviour recognizes and understands that. Eldar are extremely fragile and have to contend with units that are in cases tougher in EHP than many Eldar Elites. The faction requires a way to counter tough targets. Fire Dragons are one such option. Tempest Launcher equipped Dark Reapers are another option but these are no good vs Vehicles but have greater range and decent AoE. Reapers are also an AV unit but they have to use ranged AV which for Eldar means the Reaper Launcher which is inferior at AV work than the Lascannon. They must hit the rear of the vehicle to apply the most damage from range and this is not an easy task to acheive, especially if they are at range and do not have line of sight to the rear armour of the vehicle they are attacking. Again a Lascannon can hit from the Front on the cockpit or from the rear to bring down an Eldar Transport or Tank with greater precision as once that beam is charged it is hitscan and pinpoint accurate. There was a poster above who talked of 4 coordinated players using Fire Dragons to Breach. A Team of 4 players coordinating will make an excellent offensive no matter their weapon and imagine the destruction if those four players had used Tempest Launchers instead. If this team being effective at AV AND room breaching is a problem it has to be noted that 4 Tacticals with Krak grenade Bundles will make short work of Vehicles AND room breaches in just the same capacity. If anything they can throw their Kraks at passing vehicles and then clear AND Cap the point. In fact this setup is even more verastile as only 4 sticky Kraks are needed to be thrown at the Eldar vehicle which means that 2 tacticals are free to bring servo skulls deployables with which they can add a tidy 30% passive damage buff to any enemies within its range. Thrown on point its an effective force multiplier. Heck remove one tactical from those four friends and you can add a Bolter Apothecary who can add autohealing grenades to even further solidify that little tactical fourman fireteam. So in the end you have a solid four man fireteam that can go AV AND breach and clear a room just as effectively and arguably even more so than the fire dragons as this little team has AV, Healing damage buff and 4 Bolters with excellent range that can immediately cap after taking the point. In this configuration they can destroy one Eldar vehicle in the time it takes to throw 4 grenades which is 2-3 seconds. They can be shot to detonate even quicker. This team can be adjusted to drop the servo skull and the healing grenade to go full AV and arm everyone with Kraks and then they can take out two Eldar transports before resupplyinf. I have actually come accross an LSM AV pair that was utilising Kraks in exactly this fashion and they were deadly in their efficiency to destroy the Waveserpent I was driving. They did it more than once and were extremely effective and dedicated to their role. I commend them for this. Assymetrical balance across four factions is extremely difficult to acheive especially on a too-quick to release game that Eternal Crusade is. We love playing it though or we wouldn't be so vocal here on the forums but lets give Behaviour some time to adjust and tweak it so it can evolve into a quality 3rd person shooter. The road is always rocky but it depends upon your feet.
sorry not going to read a million pages, but I did see BWAHAHAHAHAH I remember that. Sorry. (not really though; it's always fun to fight you guys). Really, I think attacking blackbolt is probably one of the hardest thing that Eldar can do because of the limited vehicle spawns, and with turrets and general map layout, it's pretty hard if not impossible to go somewhere that can't be shot. Another time we tried to do the same thing on Medusa to you guys and it didn't go so well for us, because the longer roads and more covered routes make it much easier for wave serpents to escape. On another note, this thread is more constructive: http://forum.eternalcrusade.com/thr...on-why-eldar-win-so-many-matches.64596/page-9 I feel like eldar's superior mobility makes them OP in some areas that in turn make their UP issues go ignored due to their higher-than-any-other-faction win rate. (IMO attacking fortresses is much more difficult with Eldar than any other faction, where wave serpents and fire dragons are not as important.)
Don't change peoples texts when quoting. If you don't like the idea present a better one and stop crying when people actually tries to give solutions to a problem. And don't say it's not a problem cause even the devs are leaning towards FDs being a problem. This isn't about being lazy or a need to have better units no. This is about balance and the FD in it's current state is out of balance. Yes the combination of Eldar skimmers have a effect on it but no class should be all powerful and take out moving, protected or any vehicles out on their on. Not Space Marines, not Chaos, not Orks... well maybe orks just for the fun of it but still no... and not Eldar. And when you say people bitch about the Eldar have you ever though maybe there is a point to it or are you just so focused keeping your own easy play style and not care about the game as a whole at all?
How so? I even wrote in the post FD aren't OP and are as killable as any Eldar, not point out fusion gun or melta bundle even once. What bother me is the combo WS+FD, WS being one of the most effective AI weapon (already see 40+ kills with it by roadkill) and FD filling his role as AV troops. The fact FD can blow up tank in 2s wasn't a problem for me. The fact WS as a weapon beats all is. Making the cocktail WSFD quite OP. As a LSM AV infantry with melta bomb and melta gun (maybe the second best AV loadout after FD) if I try to destroy a WS i will be roadkill by it as soon as I am able to put my melta (slides are so dangerous) and any sane FD won't melta battle with me if a WS is near. As LSM AV with my rhino if I am hunt by FD my chances of roadkill are close to none, if I stop, bump on something I will be catch and melted. And if I get out I will be roadkill.
It's not the fire dragons that are purely the problem. It's the wave serpents. All transports in the game need a 1.5 second climb-in and climb-out timer. This'll stop people from escaping a would be death from a careless disembarking action, and they actually pay for their carelessness. Getting out of a vehicle should be something you fully commit to, this would also stop the CHRONICALLY cheesy tactic of shooting someone, getting in a tank to avoid damage, then getting back out to continue shooting. I've seen this primarily with kannons, and plasma weapons.