Rail guns need a nerf. If emp_money ever gets to the heavy tank stage (and on all these servers that hike up resource income, thats every game) BE wins if the commander isnt stupid. The heat damage on the target of the rail guns is too great. You can't fire back reasonably without overheating like mad.
The only reason BE kicks so much ass is because EVERYONE always use composite, and that is a fail armor vs rails... "ZOMG it's so light, i can get tonnes of weapons and plates i r teh win!!111" 3 salvos of dual rails later they lamequit.....
.............. Cost ignored comp isn't that weak against rails. Reactive is too heavy. Absorbant is very weak against turrets so a combo of turrets + 2xrail heavies is rape. But anyways the problem is noone listens to me and changes the heat to target which is still 3(giving it roughly the same heat to target as plasma per second, 2x that on a heavy and it is rape) and I pointed out was a problem in RC33 or so. "Omg he is mean and an asshole so lets ignore his suggestions despite the fact he is 1 of maybe 3 people who understands balance then we'll cry about what he pointed out later."
No, dual rails kicks so much ass because they completely negate the cooling effects of all engines, including coolant. If you don't fire, you die. If you fire, you overheat and die.
theonly way to fight off rails is use hit and run tacticts with a bio diesel and regen so you can run away and heal before another attack and to truly missile spam use two homing salvos and shred their armor unless they use regen because the armor will be back by the time second salvo comes around
That small detail makes BE heavies incredibly deadly. Put me in one, and no NF tank will be spared. I was just playing a round of tankwars with a bunch of JPL and CW guys, and I was killing every single one of them, to the point where all of our tanks were swarming around the enemy base, waiting for the next target.
Speculation is always great in terms of brainstorming potential ideas, but I think (or would hope) the devs have enough foresight, and enough input from the playtesters to be able to properly balance the NF heavy when the side turrets are implemented
I think by the time a team has heavy tanks and missiles, and an engine and armor that can protect them, It's late enough in the game that if you haven't finished them off, you are gonna get rocked. If the tanks are that unbalanced, finish the game before the enemy gets them. If you can't, you probably weren't winning in the first place.
From what i've been thinking: having side turrets isn't a bonus to the tank. It's basically as if the person in there was in another tank You get the bonus of more weapons for free, but with less combined armour than two tanks. so overall there's no bonus. so i say the missile slots should stay. if you think 5 slots is too much, then make it 4 slots, because I, and people i've spoken to, have had a LOT of fun in missile tanks, and I havn't seen any one team winning more than any other.
I propose that if the NF Heavy will get working sideslots, it should also have a higher heat bar. It requires three players to get the best out of it and you'll probably have to lose some armor to get cannons on each side, so I feel it's a fair trade.
Well, Perhaps the side ports should have 2 red and one yellow each, I don't know about anyone else, but I wouldn't mind sweeping down infantry from those side ports with mg fire, but then the issue killx pointed out before comes up again, 3 HE firing at a structure, still not gonna be a very good chance for the structure to survive in the short amount of time it'll take to bowl it over. 2 heavies, with 3 HE each would still rape a base