Does this really cost 30 munitions to increase range but reduce the cone? That alone is surly means enough to balance the ability, I mean, it costs the exact same just to fire an AP round from the gun!
I have only just noticed the price, has it always been this way?
Take Aim!
13 Aug 2015, 11:14 AM
#1
Posts: 773
13 Aug 2015, 11:56 AM
#2
Posts: 732
Yes, It has always been this way. The crew need special ammo to get more vision or something Kappa
13 Aug 2015, 14:26 PM
#3
Posts: 773
That's insane, It's a 'permanent' ability right? and can only be turned off when killed or the player chooses to, so, if I turn it off an reactivate it, it costs me another 30?
The cost needs to be removed, how much does the Alien tech Jag/Rek cloaking cost, hmm? HMM? HMMM!!!! Or to switch the AAHT to AA mode, how much does that cost!
Yeah, thought so Relic.
The cost needs to be removed, how much does the Alien tech Jag/Rek cloaking cost, hmm? HMM? HMMM!!!! Or to switch the AAHT to AA mode, how much does that cost!
Yeah, thought so Relic.
13 Aug 2015, 17:32 PM
#4
Posts: 8154 | Subs: 2
Ok, let me give you tracking instead kappa
13 Aug 2015, 18:02 PM
#5
Posts: 1891
Take Aim! is still worth it for taking out Flak Trucks.
13 Aug 2015, 18:14 PM
#6
Posts: 106
It's a great ability. I don't see a problem with the cost.
13 Aug 2015, 19:24 PM
#7
Posts: 3103 | Subs: 1
It's a great ability. I don't see a problem with the cost.
Now, the AP shells which are required for it to actually attack tanks like it half of the point of an AT gun is also costing 30 munitions...
13 Aug 2015, 19:52 PM
#8
Posts: 2053
Ok, let me give you tracking instead kappa
And Zis will have Take Aim instead MVGame
14 Aug 2015, 13:14 PM
#9
Posts: 1890 | Subs: 1
That's insane, It's a 'permanent' ability right? and can only be turned off when killed or the player chooses to, so, if I turn it off an reactivate it, it costs me another 30?
The cost needs to be removed, how much does the Alien tech Jag/Rek cloaking cost, hmm? HMM? HMMM!!!! Or to switch the AAHT to AA mode, how much does that cost!
Yeah, thought so Relic.
I tested this last night, you do have to pay the 30 MU again if you turn it off and then use it again. Which is yet another annoying thing about USF for how MU starved it is. That being said Take Aim! is mostly a no-brainer for me as you should have troops spotting/screening for the AT gun anyway.
14 Aug 2015, 16:08 PM
#10

Posts: 110
Damn people will complain about anything, even a great ability like this.
14 Aug 2015, 20:41 PM
#11
Posts: 773
Damn people will complain about anything, even a great ability like this.
So you think its acceptable to pay 30 (60 for AP rounds too) munitions to make the USF at gun even remotely useful, whilst the raketen gets a free, toggleable and vet free cloaking ability?
15 Aug 2015, 02:34 AM
#12
Posts: 8154 | Subs: 2
Cause it has 10 less range than normal AT guns? Crappier crew/protection?
You have a fast RoF in compensation for a crappier penetration. Also i think they cost 50mp less than the other "real" AT guns.
You have a fast RoF in compensation for a crappier penetration. Also i think they cost 50mp less than the other "real" AT guns.
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