I've only ever had one "good" experience with ignifist. I fired three of the dang thing and only one actually did the job. I triple hit an already damaged tank. The results were it got tracked and started black smoking. With white ash I've had very similar experiences to what you have on screen. Granted, I'm a very new player, but I've spent most 3 of my 5 days playing as anti-tank and have around 48,000 enemy vehicle damage. I'm certain 90% of this was through RPGs. Actually got to land a finishing blow with an RPG shot which was beyond satisfying! But as far as slot 3 anti-tank weapons go, the most effective weapon a Colonial foot soldier can wield is Green ash. Managed to kill a silverhand crew by throwing a few of those at it. It stopped moving and our guys unleashed tons of 20mm and RPGs killing it instantly.
I disagree. Firstly, the Chieftain is not MPFable. If the Collies get a machinegun on their MPF Ballista, Wardens should be able to build Chieftains at MPFs. Fair is fair. Secondly, what is the chance to tack with an ATR, the equivalent of an ignifist? I don't know tbh but I have done bounce tests and the ATR bounces approximately 55% of shots. That said, I really respect balance opinions coming from you. But here's where I am always hung up on balance. You know as well as anyone that Colonials habitually kill more Wardens than Wardens kill Colonials. You know just how rare and unusual it is that this war just saw Colonial casualties surpass Warden casualties. This means not only are Wardens suffering more shirt losses, but more equipment losses. So Warden logistics is more challenging than Colonial logistics. Add on top of this that many Warden items inexplicably come in smaller crate sizes, the most egregious being grenades. So any balance question needs to address the fact that the Wardens are suffering higher losses almost every single war. It doesn't matter if they win or lose, Wardens lose more men. Why?
I'd say it's cuz the collies have superior infantry equipment in all but the SMGs and Wardens are either just cracked this war or the Colonials are using a troubling amount of human wave tactics even more than usual That said the Spatha is absolutely cracked after the buffs they were given which I feel more than makes up for the sub par ignifist, even then the igni is far from useless, one shot is enough to make a decent sized tank back away and even more so for lines of small tanks
@@Dadamage372 Maybe but we don't have real statistics on armor losses. Given that armor without infantry support will die, and given the higher (presumably infantry) losses from Wardens, we could conclude that it's more likely that Wardens are in situations where less than ideal infantry support exists more often than Colonials. And we could extrapolate that Wardens suffer higher armor losses as a result. It's probably not as extreme as infantry losses, but it is still likely. But all of this is mere extrapolation. I have no data and I suspect no one does. Maybe the devs know.
Speaking of Chieftans and their MGs, i would really like to know what people think about the Collie IST. I have never used the IST before, but it seems like such a great option to me. -It has 2 12.7 MGs (both of which are hull mounted so I assume that they are faster to rotate than the turret mounted MG on the chieftain) -It collects intel -has 7 free slots to carry extra equipment Why is it so rare? Is it because it's a facility locked vehicle, or is there something else wrong with it?
Well the scorpio is a very good vehicles but it's not often used because it's a facility tank and it's worse and climbing as well as slow speed en turn speed. personally I love using it as it's a great infantry support tank but many just use it wrong and start disliking it.
@@theoheinrich529 try taking a chieftain against a tank, your have 20m of range and it aims like a mortar. The chieftain is our best and only real anti inf tank. The kingspire is arguable, but its barely a tank. Seven slots in the Scorpion? With intell!? And two guns!? Plus its an actual tank with some amount of survivability? Yeah you dont need anything else. Id trade our tank lineup any day of the week. Ouh, and if you point blank with the chieftain, which is often how it ends up, you will damage yourself as much as the enemy.
It's slow as fuck and flasks have high track chance so your double boned. Doesn't have 360 coverage either despite the two guns. Chief just better in every way. Health and armour are not worth much in a tank fight, you just sorta die slower. ( see ares/predator) Need a lot of support for it and the quad is sorta just better at bard tier.
I'm far from a pro in infantry gameplay, but wasn't it a thing from like late war 70s that if you are behind a warden tank with igni, you aim for a leak instead of the track? And well, while I'm always repeating that ballista should be redesigned to be as fun as chieftain, you yourself said that warden tanks are much weaker in HP department. Without igni bounces they will just melt.
honestly igni almost always bounces unless you hit the enemy tank straight fron the left or right so compared to the whire flask it's kinda shit (I've to be clear never seen the ingi disable anything myself)
Just my two cents. But, its not supposed to be balanced. Collies have MUCH better anti infantry - AT in the form of ISG's which Wardens don't get. Collies also get mobile 120's, Rain coats, and a 12.7mm tankette early game. Also ignifists do higher damage then flasks, flasks just have a high subsystem modifier to compensate for the lack of damage compared to ignifists. I mean, sure... you *could* change ignifists to have the same exact parameters as flasks.. but, at that point, why not just have the same item? Why not have the same items across the board? because it would eliminate factional identity. It makes those times when you get your hands on a flask as a Collie just a little more exciting.
@@nova32x56 Even if i fully concede that point. It still goes to my argument that it isn't supposed to be balanced. Collies have areas that their stronger, Wardens have areas that their stronger. Factional equivalency isn't something we should be advocating for. The end result of demanding equivalent balance across all aspects of the game would destroy factional identity.
@@bobhope2380its just a fact i wasnt asking any buff or anything, even if i think igni should be buff, its a pvp game so ofc devs must buff/nerf things
Wardens get an ATR that, while not too powerful itself, it's the fact it only costs bmats and can be spammed. Colonials don't have a weapon like that, and as soon as we had the tripod ATR Wardens immediately complained, and the devs made it cost refined materials, thus defeating its purpose as a cheap AT weapon.
It really is lopsided, because Wardens complain much louder than Colonials. One disgusting time whining got them their way was when Colonials got a tripod ATR. For the longest time, Colonials didn't even have anything that could use 20mm, let alone any AT that only required bmats. But, as soon as we had that AT option, immediately there was nothing but crying on the Warden side, despite the fact they had an ATR that didn't need a tripod. So, the devs increased the cost of the tripod ATR to include refined materials, thus defeating the entire purpose of the weapon, which was to be a low cost AT solution. Yet, Wardens still have their ATR only cost bmats. While it can be argued the Colonial rocket launchers are better AT than the Warden ones, the goal of the game isn't to kill tanks, but to take territory. In that aspect, the Cutler excels, due to its PVE potential. It outranges most pillboxes and garrisons, and ever since the Howitzer garrison nerf it's basically been free PVE for the Wardens. If anything, the Howitzer nerf exposed how lopsided the tech trees really are, because now the Colonials couldn't build to compensate for the imbalance anymore.
Well, I'm not opposed to an igni buff if gallagher chassis gets an hp buff that's at least proportional to what falchion chassis got. Also, having to re-equip each igni is atrocious.
@@Dadamage372 yes and this should not exist Flask can be nerfed. Once something like a AT-RPG main weapon exist or Bonesaw get reworked for the Wardens
i dont have more than 1500h played so i cant really say if one side need something or not but for the ignifist, i checked on the wiki and the pen chance are lower than 40mm, 20mm, and other at with a 1x pen chance. is it right or am i dumb ?
The problem is far bigger and the video shows only 1 side of the coin. Mostly this problem occures in the late game because in the early game Stickies are the way to go and still Meta. Truth is Colonials have the strongest AT arensal atm for the infantry. They have the Bane and the Venom both very good for squads forming up killing Tanks because generally they AT-RPGs and Bane can be used over a long range. Wardens can only harrass Tanks with their AT. Because we have the ATR (20mm) which is good to scare Tanks and kill in big numbers. But you need like 10 people to form up for 1 squad. While banes and Venom squads can be much more diverse and there can be much more squads running around harrasing from different sides/flanks Bonesaw sucks for Wardens. Its usage and range is pretty limited. Often you see Tanks killed by Bonesaws than they charge into a position. Its hard to hunt with them Tanks. Ok-good to defend a fortified place. Now the Cutler used normal RPGs and they bounce like hell. I have often enough seen 10 rpgs ALL bouncing on a Tank. We Warden use every Weapon to our advantage. But the flask is our holy grail. Without it the colonials are just to dominant in that field. The Typhoon is a early game tank shredder. The ignifist doesnt track but is almost pinpoint and good for its time comming out. ISG gets now a slight nerf but is still number 1 to decrew pushguns in the earle to midgame. I even decrewed a LTD with a ISG because of it simply fast reload and and good aiming system. The Venom is just what we Wardens dream of a balanced AT RPG. And the Bane is just a menace at killling Tanks Sorry for the long text. But the problem is far bigger in the balance section and this Video is just propaganda in my eyes
@@kaiserirgendwer4622 i dont believe thats propaganda, i think dadamage is more warden than collie in general, and i think you should try playing collie if you never did cause you cant just say that if you never swapped ( i only played 2 wars as a warden so not enough to say anything i think )
@@gigachad3506 go check on wiki that does not work the same with igni, its range bonus start at half the normal distance so the chances are always lower
@@nova32x56 No dada is coping on why colonials are not playing They got the hugest buffs to a faction in one of the latest updates. But won only 2 out 6 wars They propaganda for years they need this need or that but let me tell you something: For years they demanded a pve tool like the cutler for them. Around a year ago they got the lunaire. The strongest pve inf tool to this point Guess what happened in the update war? They called break war xD Years demanding. And in the end not caring. This is the colonial faction
the lightest tank costs 120 rmats, 1 rmat = 20 components, the total cost is 2,400 components, this amount is extracted for about half an hour, processing components into rmats is another hour, load shells into the tank ~ 5 minutes, take the tank to the front for 10-30 minutes, and do not forget that you need to find a person, since in You can't drive a tank alone. Colonist: Why can't I single-handedly destroy an enemy tank in 15 seconds by taking 2 disposable RPGs from the nearest base that I didn't even make? Where is the balance?
And another propaganda video.... Yes the Flask is to strong. But the Warden AT Arsenal is to weak in general. If the colonials gets even stronger or our weaker we have a major balance problem I copy here what wrote here to a comment :"We Warden use every Weapon to our advantage. But the flask is our holy grail. Without it the colonials are just to dominant in that field. The Typhoon is a early-mid game tank shredder. The ignifist doesnt track but is almost pinpoint and good for its time comming out. ISG gets now a slight nerf but is still number 1 to decrew pushguns in the earle to midgame. The Venom is just what we Wardens dream of a balanced AT RPG. And the Bane is just a menace at killling Tanks" Give Warden AT RPG and than the flask can be nerfed in my eyes. But 1 infantrymen should not be able to instantly Track a Tank the reason it works with Warden is because the rest of our AT sucks
Bruh, you can kill a tank with a Cutler with one guy. You cannot do the same with a Bane with one guy. You also have absurdly cheap AT solutions like the ATR that can be spammed.