chozo_hybrid said:
Loonyyy said:
Part of that is two things: Rebel air vehicles can damage the AT ATs when they've been hit by the Y-wings, but not everyone is aware of this, and the snowspeeders can hit the AT ATs with their tow cables at the last stage. It's not very well explained. Unfortunately, what it seems people are learning is how to hide on the hill with a cycle rifle.
I managed to get a snow speeder, got near one, was prompted with a cable thing and then it began a mini game where I had no idea what to do and was shot down a moment after. Poor explanation is an understatement.
Yep. If you fly a snowspeeder near the legs, you get a prompt for the tow cable. Of course, the first time you see this, you'll probably crash, and with the wonky controls, probably a lot more times. I have a feeling eventually players will work this out, and then the walkers will be fucked. My brother switched to his controller for circling the legs, and brought one down on his first try, after I'd told him about the cable, so it's possible, I'm just rubbish at it. I've managed to crash it every time, but while I was playing earlier, more than a few players worked it out, and successfully brought them down. It didn't seem to matter overmuch what their health was either.
And, I'm pretty sure that the tow cable can only be used when they are vulnerable to damage, after a Y-Wing strike, and the game is really poor at telling you when that's happened, because there are 5 or 6 different audio cues to pick from, most of which aren't the strike, and if you're airborne, you want to spend that free time clearing the sky. There's like 3 or 4 incoming strike, or lock cues, and I swivel to the walker every time I hear one, and most of them aren't it.
I don't think this is going to be a significant long-term balance issue, I think it's going to get messier once people work out how it works, and I'm sure that'll be painful. I expect that the Imperials will steamroll to the endzone every time, and then the speeders will take them out, and then they'll come in with the nerfs.
Personally, I enjoy that map up until that final section, even if I am on the losing side.
Zhukov said:
I'm pretty sure people know they can shoot the walkers when a big load voice says, "Shoot the walkers!" Everything else hurts them so it doesn't take a great stretch of the imagination to shoot them with an air vehicle.
I'm sure it's a mixed bag. Most of the players on my team had worked out they could jetpack onto the hill, and ignore the walker. I keep missing the chance to really dig into the walker, because there's a bunch of different audio cues for it. Really, the only way I know for sure is when it's all blue.
Didn't know about the snowspeeders being able to cable them though. But only at the last stage? That's weird and arbitrary.
I'm pretty sure the snowspeeders only spawn on that last section, feel free to correct me if I'm mistaken, I haven't seen a token for one of them in the starting region.
The game doesn't explain what the vehicle secondary weapons do at all.
I've still got no clue what the third card on the snowspeeder does.
Snowspeeder is crappy anyway. Relatively slow, handles like a pregnant cow and is even harder to control than the aircraft.
Yeah, I think it's really only useful for the tow cable. I think what's going to happen is people are going to work out the tow cable, and then the speeder's going to get a nerf, because when it takes down an AT AT, it's ridiculous. It's so slow that it's vulnerable to ground fire, you can't strafe troops for rubbish in it. The fighters are actually really good for this, since they can basically stop.
I'm fairly sure the tow cable only works when the AT ATs are vulnerable, which is arbitrary and annoying, especially if you're trying to work out how to tow cable. That was my second snowspeeder crash.