TX130 Capacity and Fire Angle buff

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Kalin

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Sep 11, 2023
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Your In-Game Name: 212th CO Kalin
Suggestion: Buff the TXs ammo capacity and fire angle
Addons Needed (workshop link): None
Reason: While the 212th primary vehicle - the TX is very balanced combat wise, it struggles in certain areas - especially going back for resupplies and positioning to get a firing angle on HMPs.

The vehicle I am comparing the TX to in terms of combat effectiveness is the ISP of the K Company of 327th - which has more ammo(800 vs our 600) and is more than twice as fast(100 km/h vs our 45)

Due to this we have had events where the ISP had been on the frontline a lot more than our TX solely due to how long its ammo lasts and how quick it gets back to base for a resupply.

We believe that by buffing the ammo the TX has in reserve with the below amounts, this can be mitigated.

TX130 Blaster Ammo from 600 to 1200.
TX130 Rocket Ammo from 60 to 120.

Secondly, the TX has a fire short firing angle vertically(only about 30°), making it very frustrating to fire on dropships - or in case of steep elevation - ground targets.

Buffing the firing angle to about 60 degrees could mitigate this problem.
 
> "the TX is very balanced combat wise"
> suggests buff


make up your mind



also, idk why 327th have a land vehicle or why you are ok with them taking your job. Should suggest to remove it.
 
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> "the TX is very balanced combat wise"
> suggests buff


make up your mind



also, idk why 327th have a land vehicle or why you are ok with them taking your job. Should suggest to remove it.
Let me rephrase:

Less bullets = less time fighting, more time travelling back to base.
More bullets = the opposite.

The reason why I am bringing the ISP into this is because it shows the TX has flaws that are annoying to deal with and can be easily fiexd.

As for the 327th vehicle - their one is not a FL one and as long as everything is kept under control it does not take our job. I am not a fan of the "balancing" by removing features off of regs, and removing theirs won't fix the problems with ours - rather it will only remove a comparison point.
 
making it very frustrating to fire on dropships
from a staff point of view, although it really doesnt matter THAT much, dropships already go down in fucking milliseconds sometimes so fast that people barely have time to swap to their spawn pads. i dont see a need in making it easier for dropships to be destroyed. its never been a problem so no need to fix it

this is a small point though, toe said what i was thinking so no point repeating whats already been said.
 
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from a staff point of view, although it really doesnt matter THAT much, dropships already go down in fucking milliseconds sometimes so fast that people barely have time to swap to their spawn pads. i dont see a need in making it easier for dropships to be destroyed. its never been a problem so no need to fix it

this is a small point though, toe said what i was thinking so no point repeating whats already been said.
Not only for dropships, but for ground targets as well - even the slighest amount of elevation stops us from shooting, People really misunderstand how bad it is.

Over the last few weeks I have received a lot of complaints about it from troops and LTs alike.
 
In my opinion, The TX is already balanced and doesn't need buff or nerf. It is fine on it own
 
TXs already shred dropships and most other vehicles to the point where like Lexi said you gotta be fast in the menus or they're gone before droids come out.

If the issue is that it's being outshined by the ISP then it's more of an issue of the ISP being way too good and not an issue of the TX.
 
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Your In-Game Name: 212th CO Kalin
Suggestion: Buff the TXs ammo capacity and fire angle
Addons Needed (workshop link): None
Reason: While the 212th primary vehicle - the TX is very balanced combat wise, it struggles in certain areas - especially going back for resupplies and positioning to get a firing angle on HMPs.

The vehicle I am comparing the TX to in terms of combat effectiveness is the ISP of the K Company of 327th - which has more ammo(800 vs our 600) and is more than twice as fast(100 km/h vs our 45)

Due to this we have had events where the ISP had been on the frontline a lot more than our TX solely due to how long its ammo lasts and how quick it gets back to base for a resupply.

We believe that by buffing the ammo the TX has in reserve with the below amounts, this can be mitigated.

TX130 Blaster Ammo from 600 to 1200.
TX130 Rocket Ammo from 60 to 120.

Secondly, the TX has a fire short firing angle vertically(only about 30°), making it very frustrating to fire on dropships - or in case of steep elevation - ground targets.

Buffing the firing angle to about 60 degrees could mitigate this problem.


So this whole post is basically saying that the ISP is too strong and needs to be nerfed so it doesn't compete against the TX? Seeing as you believe the TX is balanced
 
Just ask to remove the ISP from 327th, add it to you and then you have something which is fast and shoots fast but doesn't deal a lot to damage
 
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On behalf of the MVG Administrative Team the following suggestion has been Denied

The reason for the following being denied is we believe the TX is already strong for the server and does not require a buff currently.

// Locked and moved to Denied​
 
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