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Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.09.07 06:34:00 -
[1] - Quote
Tanks CAN be destroyed, but the risk and effort for the tank drivers doesn't seem to be in balance. Some other approches on the balancing of tanks I encountered are:
Make tanks operational for 2 people (like LAV) only. With a dedicated gunner and dedicated driver seat.
Force driver into 1st person sight.
Decrease tank speed.
Vehicles get clips and reload times, but retain infinite ammo.
RDV drops take longer and RDV fly slower the more mass the carried vehicle has. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.07 11:35:00 -
[2] - Quote
I know that many things have already been stated by somebody somewhere in Feedback ( thank you for the idea Billy Gene)
I just wanted to say that a tank player's effort is basically to raise the funds and equip their ride. As soon people sit in their tanks they are:
strong on short range (excluding CQC which means people actually riding on a tank) - because they can flee easily when somebody is too close and there are no bombs or AV mines that could be deployed in close quarters.
strong on medium range - Due to Small Turrets and the strong Rail and Missile Turrets.
strong on long range - Due to slow SL and shortsighted Forge guns which are always beaten by the large turrets power, range and accuracy, as well as the overall tank speed AND active modules.
strong on defense - Tanks don't have an actual weakness as you can't damage weak spots (maybe except with Forge Guns- which will kill you before you are ever close enough), destroy treads or run them out of fuel or ammo (which is the biggest problem on RL tanks).
strong on their own - they don't need anybody to runt he tank. No gunners, no drivers, no resuppliers that deliver fuel and ammo to them. Tanks in Dust don't even need recon because all the info is either on the Hud or can be seen by hovering 4 meters above the tank as the dual gunner and driver.
strong in the team - Tanks with a DEFENSE beacon on them are a huge boost to the WP of a squad, while a tank with ATTACK from the opposite team only yields WP when you empty a whole SL clip and 3 Av nades on them to propably gain a meager gunloggi damage. Tanks also supply cover and distraction in addition to superior firepower.
As far I can see now these are the advantages of a tank while the drawbacks of tank driving sum to the following I could find in the forum:
weak on capturing Installation - at least one gunner needs to exit the vehicle to do so decreasing the firepower of the tank slightly.
weak inside buildings - tank can't get into close quarters like buildings
weak against d-pad down - tanks can fall through the map when pressing d-pad down
weak against ... tell me please because that's all I discovered yet.
In addition to the overall damage problem with Large turrets I just don't know why the overall strenghts shouldn't be balanced by something that is not obviously making the tanks weaker or easier to destroy... they just need to be a bigger effort to actually play - just like Dropships are now.
I just imagine how COOL it would be to have dedicated drivers who run the tank by a dualstick direct thread control and just have a screen like front vision camera. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.07 13:43:00 -
[3] - Quote
Kristoff Atruin wrote:One change I'd like to see with AV grenades is reducing their damage against LAVs, or possible just making the LAVs stand up to a little more damage. As it is you need near perfect skills to make even a standard LAV survive even a single hit. There's no point at all in customizing a militia LAV, since any swarm or AV nade that hits you will kill you. Even a methana won't survive a single hit if you don't have the best armor hardeners with the best damage control and the best 60mm armor plate you can buy.
I drive a Saga with my Gf as gunner and it sports 2 shield hardeners from LVL 2 and 3 I think, a shield extender, a PDU and a power extender plus an AT-1 Frag Rocket launcher. With the current strenght of AV weapons we encounter, we can face a militia heavy that shoots 4 SL charges and still can get away. We usually get hit by one or two AV grenades when doing an attack run and sit to allow some aiming at infantry.
The biggest problem I encountered with a normally fitted Standard LAV is the bounce that some SL give you when they hit you at speed. I feel quite strong with the current LAVhealth/ damage recieved ratio. I just worry if AV weapons get buffed, that my LAV with 1.700 + 30ish% damage reduction will be killed with one or two shots from a militia swarm again.
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