thats only because ppl keep camping the roof rax in city (and you really should have one of those two spots - center is contested most of the time) also you gain access to high ground above both bases - imo its more important for NF tho ...
Roofrax costs 4 nub players to build because, the instant its up they camp there until it dies. Half the time I can't even manage to keep one ref up in city because everyone is parachuting off the roof like "HOLY CARP ITS A ROOF LOLOLOL" "IM GONNA SNIPE DOODS IN MIDLE OLOLOL" Northwest has nothing really interesting in it, so players are forced to wonder off and do something useful. Sure, if your team is smart they will take it, hold it, and move out without any trouble. There is nothing wrong with the location, just something wrong with empires players.
you think thats bad try the ELC where theres no parachutes, they just wonder in a circle.. then jump, i can jump from ledge to ledge down but gl getin a noob on a ladder.. fail..
It's great. Especially if you can find someone who's clearly accustomed to playing on VIPERS, and imply that he needs to get down a considerable height. I.e. Calling for ammo, health, or just looking longingly in his direction. He'll generally resort to the method that they normally use. Jump. Flail arms. Realize their rate of descent is not slowed at all. Crunch. "Oh yeah, there's no parachutes on this server." Screenshots would be slightly cruel, however.
Back to topic, bio damage has great dps if you infect the entire enemy team with bio. Technically its the only weapon which can inflict infinite damage per second. By this theory I would call bio overpowered.
No, what hes saying is "if you infect the entire enemy team with bio, it will hurt ALL of them untill they die/lose their tank. Also, most of the time you cant just hop out and repair your tank should it get hit with bio unless the enemy tank is complete shit, and they cant get any others over to you for a while. So far my tank has never lasted long enough for bio to wear off... does it?
Really? I would say it counters against gren tank drivers. Like you said, engi's usually can retreat a short distance and repair the damage. Gren drivers usually rely on rotating the weak side of the armor away from the enemy. If it's gone and bio-ed, it'll continue eating away and they have to look for a repair pad (or fellow engi) before they blow up. The gren drivers probably have to drive longer, while engi drivers probably could just pull up behind a corner to repair. (Didn't mention rifle or scout drivers, because usually you already failed if you are either of the two )
The problem with that reasoning is that a single bio MG shot does a total of 100 damage before it ceases doing damage, the bioML does 300, considering BioMG takes 20 seconds to do that and BioML does it in 60 (Equal DPS), it's a rather pathetic outcome and makes little difference unless fighting a lone wolf tanker. True it'll kill a gren tank over time, but it won't kill him if he finds an engineer, and considering a tank has well over 100 HP on each side, the value of the DoT really needs to be called in to question.
But the bio effect can only be applied once (don't know if per tank or per side). Because of this a group of bio tanks is not very effective. More effective would be only a few bio tanks between normal weapon tanks. But never seen this ingame.