SFOne wrote:I haven't missed a thing. You have, though. I don't even know why you are arguing. I'm not saying they are op. Or that tx are ineffective. It is an established fact imp rfts do more damage than rebel versions. So they are therefore more effective against tx than rebel turrets are.
I'd suggest not many have TX much higher than 6 or 7.
Level 5 jumps/jets do just fine against level X equipment if you know what you are doing.
No one should care how effective rebel RFTs are and it’s unnecessary to try to get imp RFTs nerfed. They aren’t that good so saying a turret that isn’t good against a tx is moot regardless of faction. A rocket or burst turret is the right answer for that. The problem is that imps run RFTs or Sonics out of necessity because if they didn’t and ran something like...rockets or all bursts, odds are they would get rolled every attack by buffed jets. Rebels on otherhand seem to be able to run other turrets that are more effective vs. vehicles and GET AWAY WITH IT because jumps can be more easily killed by them without much risk of losing too much of the base on defense. Yes our RFTs are better BUT rebel turrets in general have to defend against a WEAKER ATTACK. It can be argued that rebel rocket, burst and mortar and rocket turrets are better than imp versions for that reason. (Let the hate flow through you). I frequently see top 100 rebels with at least 3 different types of turrets and it makes sense why. What would you rather have to use against a TX. A buffed imp RFT with no damage modifier vs. vehicles or a Buffed rocket turret which has an inherent 200% modifier vs. vehicles but a 50% modifier vs. infantry? Well if the infantry can be killed fast enough, the answer becomes the rocket turret and who care about rebel RFTs being weaker if rockets can kill two birds with one stone? Another question is what also can double as an effective turret vs. jumps/jets. Now I don’t think imp RFTs are OP and I don’t think TXs of either faction are OP either. It actually has more to do with what follows the TXs. IME txs only have to last for the first few seconds of an attack so the jets can get a foothold and destroy the first few turrets. After that, jets simply out-pace the txs anyways. So why would I or any imp run turrets that have only a few seconds to destroy 3-4 txs at point blank range and immediately become far less effective against the real threat that’s deployed after the txs? It’s not that RFTs are magnitudes better than rebel RFTs because they’re not. They’re simply the best that we have to counter jets and only in an absolutely ideal situation like attacking from max range with 4+ RFTs can they whittle away at txs. The majority of the time they’re too slow at this. If this isn’t the case, then why do so many rebels lead off with TXs against imp bases that are pretty much guaranteed to have RFTs within range!!??? It’s probably because they’re far from effective against txs yet imps tend to run them because they’re nearly the only turret option that has a chance of stopping buffed jets. I guarantee if jets/jumps had the same level buff there would be an immediate shift away from RFTs to rocket turrets or even bursts which is what we see at many top level rebel bases.