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Let's Discuss Paladin!


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Which playing style do you prefer when playing with Paladin?  

12 members have voted

  1. 1. Which playing style do you prefer when playing with Paladin?

    • Attack
      8
    • Defence
      3
    • Support
      9
    • Parkour
      1
  2. 2. Which game modes do you prefer to play in when using Paladin?

    • TDM (Team death match)
      4
    • CTF (Capture the flag)
      9
    • CP (Control points)
      5
    • ASL (Assault)
      6
    • RGB (Rugby)
      5
    • TJR (Team Juggernaut)
      2
    • DM (Death match)
      1
    • SJR (Solo Juggernaut)
      1
  3. 3. Which skin for paladin do you prefer?

    • Standard
      3
    • XT
      8
    • Retro future
      1


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45 minutes ago, stat.padder said:

Turrets don't kill paladin "quickly". Some weapons can, but only SOMETIMES(if opponent has protection module- R.I.P). ODs can be more reliable. Examples of reliable (yes, but actually no): Wasp bomb, ares od, titan od with ap immunity.

Really reliable ODs against paladin: paladin, viking, crusader, mammoth (with trickster or crisis).

So paladin requires specific hull to counter which a lot of players may not even have or it is hard to use or it requires certain drone.

 

As for the turrets. They work only if paladin user doesn't have protection module. Currently most of the paladin users are buyers so they usually have a lot mk7+ protection modules therefore extremely hard to kill (if they use vampire nanobots and connect to someone they are basically impossible to kill).

 

I use striker adrenaline on my main acc and results are good only when they don't have protection module. Also I use twins adrenaline which can reach over 900 DPS, but even that is usually not enough so I rely on crusader OD most of the time.

 

Conclusion, players are not usually at fault for not being able to kill paladin, therefore they have right to complain (as you like to humiliate them by calling that "crying"). Paladin requires too specific hull OD s as counters and turrets fail usually because a lot of time paladin user equips protection module.

I didnt mention overdrive because the jammer will prevent players from using it if they're close range.  The best way to take out paladin with od on is strong damage per hit turret.

 

Crusader and Ares turret on the other hand is a good choice since it's range and does heavy dph, the other hulls are at disadvantage after paladins od kick in but I could say the same if another hull activated od when others didnt.

Edited by FX011
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2 minutes ago, FX011 said:

I didnt mention overdrive because the jammer will prevent players from using it if they're close range.  The best way to take out paladin with od on is strong damage permit turret.

 

Crusader turret on the other hand is a good choice since it's range and does heavy dph, the other hulls are at disadvantage after paladins od kick in but I could say the same if another hull activated od when others didnt.

So, from what you said and from what I said previously, it is completely understandable why players complain about it. It is rarely their fault.

This is really strong OD and anyone who knows which weapons can kill them they can pretty much counter anything by equipping right protection module.

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6 minutes ago, stat.padder said:

So, from what you said and from what I said previously, it is completely understandable why players complain about it. It is rarely their fault.

This is really strong OD and anyone who knows which weapons can kill them they can pretty much counter anything by equipping right protection module.

Yes, paladin od is without a doubt very strong, but who's gona equip modules to defend themself every couple minutes for 20 sec of od? Most ppl I notice have isida and freeze prot beause they are incredibly strong , 3rd slot random... if they could afford the 4th slot they have armadillo on? 

Edited by FX011

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4 minutes ago, FX011 said:

Yes, paladin od is without a doubt very strong, but who's gona equip modules to defend themself every couple minutes for 20 sec of od? Most ppl I notice have isida and freeze prot beause they are incredibly strong , 3rd slot random... if they could afford the 4th slot they have armadillo on? 

Well, maybe it's different for me since I might be annoying. When I equip striker, people equip protection module IMMEDIATELY after first death. Same for twins, gauss, shaft etc. The only prot. module they do not equip that often is somky, but after they die too much for their taste I start to see that as well.

I doubt people equip prot. module to specifically protect themselves during OD. They usually equip something to protect themselves against best performing or the most annoying players in current battle.

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1 minute ago, stat.padder said:

Well, maybe it's different for me since I might be annoying. When I equip striker, people equip protection module IMMEDIATELY after first death. Same for twins, gauss, shaft etc. The only prot. module they do not equip that often is somky, but after they die too much for their taste I start to see that as well.

I doubt people equip prot. module to specifically protect themselves during OD. They usually equip something to protect themselves against best performing or the most annoying players in current battle.

Even Magnums and Thunders get protections pulled out against them, it's not even funny.

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2 hours ago, FX011 said:

Yup, anything with strong burst damage that's not crit reliant like, gauss, striker,  and shaft will take paladin out quickly , previous rail could do it quite well.  People spent very little time finding out how to counter this thing so they just cry op.

But Viking and Dictator and Hunter have the same HP of Paladin, no one have complained they're weak. Maybe you are the one who have to find how to use it.

Also I don't understand why you bring sentence like "so they just cry op" here! It's not a practical way to bring such a word in a real discussion. It remembers me of Hopper players, all of the same mindset.

Edited by asem.harbi
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1 hour ago, asem.harbi said:

But Viking and Dictator and Hunter have the same HP of Paladin, no one have complained they're weak. Maybe you are the one who have to find how to use it.

Also I don't understand why you bring sentence like "so they just cry op" here! It's not a practical way to bring such a word in a real discussion. It remembers me of Hopper players, all of the same mindset.

I'll agree with your statement on the manner at which I approached the subject.

 

And I have spent ample time finding good ways to counter to hull, I play it quite often and I know what's been effective against it and I do take it down the same way other players have taken down mycpaladin when i play it.

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On 12/29/2021 at 3:50 PM, wolverine848 said:

well... there's a reason you play it "quite often"... right?

Yea, I play on mobile and it's better of the 2 medium hover hulls, both ability and appearance. Regular hulls are too difficult to control effectively with mobile controls, otherwise I'd be using viking or hornet. 

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4 hours ago, FX011 said:

Yea, I play on mobile and it's better of the 2 medium hover hulls, both ability and appearance. Regular hulls are too difficult to control effectively with mobile controls, otherwise I'd be using viking or hornet. 

And maybe, just maybe... because it's the OP-flavour-of-the-month?

Immune to hornet OD and status effects, heals 200hp/sec, applies Jammer and AP within it's radius.  Might as well add immune to Hunter OD since Hunter has a snowballs chance in hell of affecting it.

I mean... come on...   ?

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8 hours ago, wolverine848 said:

And maybe, just maybe... because it's the OP-flavour-of-the-month?

Immune to hornet OD and status effects, heals 200hp/sec, applies Jammer and AP within it's radius.  Might as well add immune to Hunter OD since Hunter has a snowballs chance in hell of affecting it.

I mean... come on...   ?

Hornet - in most cases - can make a bunch of other ODs useless (Titan's is the best example) with it's AP, Supercharge which allows the abuse of some augments, especially the debuff ones as well as a huge strategic advantage, the radar. Imo it's fine if one hull out there is partially immune to it (the radar still functions, afterall). You could argue that "Paladin does the same and for longer" however Supercharge can be devastating on it's own (Blunderbuss and pre-nerf Round Destabilization are great examples) yet here it is coupled with AP, allowing an almost immediate thrashing of any enemy that isn't immune to AP or the debuff you might be relying on - or of course it's counter, Paladin's crit protection. The healing is not 200HP/tick unless you use a power boosting drone; it's around 100HP without that, and Booster/Crisis (not to mention Camper) are not the best choices all the time, yanno. Jammer and AP together are powerful indeed, however they can be utilized exclusively in melee range, unlike Hornet's Supercharge. As for Hunter, it is only natural that Paladin is a direct counter to it - Paladin is all about playing with buffs and debuffs after all, and Hunter is known to discard Wasp's bomb, Ares' projectile and Titan's dome like they're nothing, and you can't use an immunity augment to counteract like it is the case with Paladin. A Viking alone can trash a group supported by Paladin as well; Viking is in turn countered by Titan. It all makes sense, imo.

Edited by Kazareen

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2 hours ago, Kazareen said:

Hornet - in most cases - can make a bunch of other ODs useless (Titan's is the best example) with it's AP, Supercharge which allows the abuse of some augments, especially the debuff ones as well as a huge strategic advantage, the radar. Imo it's fine if one hull out there is partially immune to it (the radar still functions, afterall). You could argue that "Paladin does the same and for longer" however Supercharge can be devastating on it's own (Blunderbuss and pre-nerf Round Destabilization are great examples) yet here it is coupled with AP, allowing an almost immediate thrashing of any enemy that isn't immune to AP or the debuff you might be relying on - or of course it's counter, Paladin's crit protection. The healing is not 200HP/tick unless you use a power boosting drone; it's around 100HP without that, and Booster/Crisis (not to mention Camper) are not the best choices all the time, yanno. Jammer and AP together are powerful indeed, however they can be utilized exclusively in melee range, unlike Hornet's Supercharge. As for Hunter, it is only natural that Paladin is a direct counter to it - Paladin is all about playing with buffs and debuffs after all, and Hunter is known to discard Wasp's bomb, Ares' projectile and Titan's dome like they're nothing, and you can't use an immunity augment to counteract like it is the case with Paladin. A Viking alone can trash a group supported by Paladin as well; Viking is in turn countered by Titan. It all makes sense, imo.

I said 200 per second.

Hornet isnt close to what Paladin is right now. It was neutered when the range of AP was lowered to 60m.

Viking charges a LOT slower, and lasts 7 seconds.  Vikings are not winning battles by themselves. Paladins are.

Of course you're gonna defend Paladin - you use it.

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On 1/1/2022 at 12:38 PM, wolverine848 said:

And maybe, just maybe... because it's the OP-flavour-of-the-month?

Immune to hornet OD and status effects, heals 200hp/sec, applies Jammer and AP within it's radius.  Might as well add immune to Hunter OD since Hunter has a snowballs chance in hell of affecting it.

I mean... come on...   ?

I started playing it before I knew how strong it was, I don't chase metas sorry, if that was the case I would've went for hopper before it got nerfed. This isn't really something to argue about either, I get the idea you got flogged pretty badly by someone in game and you got on here to vent. 

 

If you wana learn how to successfully take down paladin, play it and find out for yourself.

Edited by FX011

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1 hour ago, FX011 said:

I started playing it before I knew how strong it was, I don't chase metas sorry, if that was the case I would've went for hopper before it got nerfed. This isn't really something to argue about either, I get the idea you got flogged pretty badly by someone in game and you got on here to vent. 

 

If you wana learn how to successfully take down paladin, play it and find out for yourself.

1) It's not "one battle" - it's all battles they are in.  If you're not dominating with it, maybe you are just not using it right.  Or maybe you are just being disingenuous - trivializing it's effect on the game.

2) I'm not spending all those crystals to "find out for myself".  I refuse to buy any of the hovering hulls - they don't belong in this game.

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4 minutes ago, wolverine848 said:

1) It's not "one battle" - it's all battles they are in.  If you're not dominating with it, maybe you are just not using it right.  Or maybe you are just being disingenuous - trivializing it's effect on the game.

2) I'm not spending all those crystals to "find out for myself".  I refuse to buy any of the hovering hulls - they don't belong in this game.

Yea bruh, it must be that I'm not using it properly ?. Keep waiting on the nerf if you're not observant enough to figure out how to counter play stuff in game.

 

Paladin is strong, not unkillable. I mentioned what countered it pretty well in previous post. 

 

Being salty only ensure you stay a victim. Enjoy your day.

Edited by FX011

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It has been confirmed a counterplay to paladin will be rolled in in the upcoming updates.

Let´s wait and see if it will be a reasonable rebalance.

I hope they don´t completely nerf it to the ground, but at its current state, it indeed is OP.

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Even if Paladin OD didn't Jam, AP, or heal, it'd still be played because status immunity is incredibly powerful. That's how strong it is. Status effects are everything in this meta. 

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4 minutes ago, JustWatchMe said:

Even if Paladin OD didn't Jam, AP, or heal, it'd still be played because status immunity is incredibly powerful. That's how strong it is. Status effects are everything in this meta. 

You've got a point, though leaving only status immu would be too harsh IMO. I think cancelling the AP effect would be enough.

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3 minutes ago, frederik123456 said:

You've got a point, though leaving only status immu would be too harsh IMO. I think cancelling the AP effect would be enough.

Would be a start anyway...

With immunity to status effects, having Jammer is still overkill

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1 minute ago, frederik123456 said:

You've got a point, though leaving only status immu would be too harsh IMO. I think cancelling the AP effect would be enough.

I've read people say it lasts too long, and I agree. Maybe nerf the overall length of the OD, and jam + AP only lasts like half of it's duration -- like how hornet OD only has supercharge for a few seconds

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Just remove this noob hull from the game already

Earlier I was in a highways CTF, we are winning 2-1 within first minute, two of the opponents are paladins and kept charging our base non stop, the rest of the opponents were camping

And if it wasn't for the fact that literally all 10 players on my team were camping & aiming at the ramps that lead upto the flag (we did this for the full game) I geniunely think the opponent paladins could've captured all 7 flags within few minutes

It is insane how much damage they withstood, 7-8 of us were collectively going for the paladins and they still wouldn't die, they even got the flag and almost took it halfway through at one point. But they would easily destroy 4 or 5 of us before we could get the kill on them

And also one of them was spamming nuclear energy everytime frantically trying to capture 1 flag and draw atleast

Literal infinite HP hack

Edited by AncientFire
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On 1/7/2023 at 11:00 AM, TargetXAcquired said:

You knew exactly how strong it was when you choose to play it, that's why you use it, no other reason. 

I just saw this, lol. No actually, I bought it when it was released, I also enjoyed playing it afterwards. You can be mad for all the reasons in the world and personally I don't care. I'm a pretty straight forward guy and honest most of the time. If I said I did something for a reason then that's the reason it was done, do rage on tho.

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