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Chances Ghost
Inf4m0us
431
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Posted - 2013.08.24 09:19:00 -
[1] - Quote
alot of angry discussion has been going around about tank vs AV balance and alot of flame wars have been started as a result.
Balance
the core of it seems to stem from everyones definition of "Balance"
they try to use metrics like 1v1, and justify things with ISK cost or SP cost or other factors that really dont belong in the discussion.
let me explain something about balance in a video game, or any game for that matter.
something is balanced when it creates the type of gameplay you want to see in the game. thats it, thats all there is to it. so something that completly dominates absolutly everything would be perfectly balanced in a game where that was the intended result.
imbalance is when gameplay isnt happening how you want it to and its creating circumstances that invalidate other areas of the game.
in terms of tank vs AV in Dust 514 we have to ask ourselves what we cant tank gameplay to be like and how do we get there.
The gameplay we want to see?
Naturally this means that any discussion about balancing these two things HAS to include discussion about what you want tank VS AV gameplay to look like and how you want that to interact with Infantry VS Infantry gameplay and every other interaction.
this isnt happening in any tank VS AV disscussion on the forum so lets bring it here
well what DO we want it to look like
well its a givin that we want vehicles to have a place in the game we want them to have a reason to be on the field and we want them to be useful.
currently they dont, infantry hold ALL the power and it renders tanks without a role. infantry are better at killing other infantry, and infantry are better at killing tanks, with a few exceptions.
the only advantage to a tank is that it takes specific AV weaponry to do damage to you making it easyer for you to engage infantry while remaining safe from their fire.
The Current Problem
the current problem is the AV dominance is in the hands of infantry, wich means infantry are more effective at the anti tank role than tanks are.
this creates a situation where tanks are in a role where they are slightly more effective against infantry in exchange for infantry being able to wipe them off the face of the each on a whim.
how can we fix this?
that depends on what kind of gameplay you want to see?
currently theres no reason in competitive play to bring out a tank, it serves no function in any battleplans other than you really want to use one.
IF we want to see vehicle combat then obviously we need to change some things.
one way to do this would be to make tanks better at taking out tanks then infantry are.
this would change it so that the best way to take out a tank would be to use another tank, without a tank you would have to group up a number of infantry and come at the tank in numbers to take it out
this is what most tankers refer to when they say you shouldnt be able to solo a tank as infantry
they arnt trying to make themselves invulnerable, they are just trying to make it so that they fight tanks for vehicle dominance while not rendering infantry AV obsolete.
this change would make infantry AV an AV support role, working WITH the tanks to take out other tanks rather then replacing them as they currently do. this would also change it so that tanks would carry around gunner specfed into AV to give them an edge in tank VS tank wars, creating tank orented squad gameplay rather then the solo warrior gameplay we see now.
AVers seem to think tankers want to nerf them so that they become invincable, and thats not true, they want to nerf you so that they have a place in the game, and most importantly they want to play with you, be in squads with you, and co-operate with you instead of you not needing tanks at all.
Closing
In short tankers who argue for nerfs to av are doing it to create a place for tanks int he game, they are currently replaced by a single infantry wielding AV and its creating boring/ stale/ and unengaging gameplay.
what tankers want is a role int he game, and most importantly they want a reason to exsist, as currently they roll in tanks because they want to rather then it being viable.
TLDR - tankers just want to love AV players and squad with them so stop hating them |
Chances Ghost
Inf4m0us
431
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Posted - 2013.08.24 09:27:00 -
[2] - Quote
Drud Green wrote:Tanker......swap the T for a W and you have found the core of the issue.
tell me what kind of vehicle gameplay you want to see int he game
then tell me the changes you would make to create that gameplay
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Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 09:49:00 -
[3] - Quote
Delta 749 wrote:You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic
so you diddnt read the post
thats cool
right now a single AV infantry renders tanks obsolete, hence why you see nonagression pactsand the like.
also not once did you meantion what kind of tank gameplay you want to see and how you want to get there.
second this ISNT THE REAL WORLD, you cant draw parralels to the real world outside of tactics that may or may not transfer.
its a game and it works like a game.
so what role do you want tanks to have
what gameplkay do you see coming out of that
and how do you want to get there
answer those questions or every single opinion you have on balance is just plain irrelevant.
you think tanks are in a good place right now? where the only reason people use them is because they want to, and they arnt viable in competitive play even a little bit?
meaning if you diddnt have tankers that just plain like tanks no matter how bad they are you wouldnt have any tanks ont he field right now
meaning no reason for infantry AV to exsist.
essentially in the current game neatiher tanks nor infantry AV needs to exsist to obtain the game level of gameplay we have now meaning both are worthless |
Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 09:55:00 -
[4] - Quote
Spkr4theDead wrote:You can't argue logic against radical, feverish hatred of something.
this thread is for those of us who can leave the other crap to the rest of the forums |
Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 09:56:00 -
[5] - Quote
Spkr4theDead wrote:Nalhe Saldana wrote:One big problem is that tanks tanking ability scales up so much with skills and equipment, this should be normalized and then they can make their killing ability scale more instead.
Tanks regenerative ability should be kept low and buffer high so AVers can force tanks to leave but not kill them so easily.
Also infantry has the ability to hide and shoot AV from protected places, this isnt something tanks can do very good and thats enough reason in its own to make them more survivable. LOLLLLLLLLLLLLL PRO swarms will be able to do 7000 damage in just a few seconds when 1.4 hits. High buffer? You're talking about no less than 50%. Can't have that, because that's overpowered.
pro swarms wont be able to do what your saying, they will have to re-lock between shots unlike now
meaning they are just MARGINALLY faster then what they are now
meaning fractions of a second |
Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 09:59:00 -
[6] - Quote
Cosgar wrote:Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. before posting answer 2 questions
1:what kind of tank/av/infantry gameplay do you want to see 1:one suggestion on how to achieve that vision of balance |
Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 10:03:00 -
[7] - Quote
Delta 749 wrote:Chances Ghost wrote:Delta 749 wrote:You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic so you diddnt read the post thats cool right now a single AV infantry renders tanks obsolete, hence why you see nonagression pactsand the like. also not once did you meantion what kind of tank gameplay you want to see and how you want to get there. second this ISNT THE REAL WORLD, you cant draw parralels to the real world outside of tactics that may or may not transfer. its a game and it works like a game. so what role do you want tanks to have what gameplkay do you see coming out of that and how do you want to get there answer those questions or every single opinion you have on balance is just plain irrelevant. you think tanks are in a good place right now? where the only reason people use them is because they want to, and they arnt viable in competitive play even a little bit? meaning if you diddnt have tankers that just plain like tanks no matter how bad they are you wouldnt have any tanks ont he field right now meaning no reason for infantry AV to exsist. essentially in the current game neatiher tanks nor infantry AV needs to exsist to obtain the game level of gameplay we have now meaning both are worthless Whine more, the "This isnt the real world" excuse wears real thin when you have plenty of tankers cry "But its a tank, it should tank damage" And if you cant suss out that my saying the tanks role is "heavy fire support" is somehow not me saying how I think tank gameplay should be and how suggesting certain buffs is not me saying how I think we should get there then your comprehension ability is terrible and you have no place attempting to tell people how relevant their opinions on a subject are Even more so since so far you are doing what many other tankers have done, make a long winded statement when the core idea is "nerf this so I dont die" and getting salty when a post that you glossed over disagrees with you and then attempting to railroad the conversation, it betrays that you have no real interest in actually discussing the manner Oh and try not double spacing every line, it adds to the page length unnecessarily and is a lame way to extend the length of your post If I were going to play armchair psychologist I would say you do it in an attempt to overwhelm and frighten people off
before posting answer 2 questions
1:what kind of tank/av/infantry gameplay do you want to see 1:one suggestion on how to achieve that vision of balance
seriously DO IT
in simple terms, what EXACTLY do you believe they should be capable of, and how EXACTLY do you think they should acomplish this task, what changes should or shouldnt be made to create what you want. you have brought nothing to the discussion while telling me im doing the same.
currently both tanks and infantry AV are irrelevant, one exsists simply to torture those who willingly spec into and role with other not because of its power but because they just like tanks.
DO YOU BELIEVE that infantry should be the dominate anti- vehicle force, and WHY, and what effect will this have on the game.
its simple to actually participate in the thread rather then tear it down for exsisting, im simply asking for your opinion on the topic and a discussion on it
what your giving me is your opinion on the threads exsistance and telling me it shouldnt be said
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Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 10:16:00 -
[8] - Quote
Delta 749 wrote:
I did do that and you not comprehending that, willingly I presume, and bringing it up again with much added fluff retreading what you have already said tells me that you have no good response and are stalling for time
1/10 try again
all youve said is tank/av balance is fine
wich is proven to be un-true
so i asked for you to justify it
and you essentially said because "real world"
the real world isnt balanced, and it makes for a terrible game, a very not fun, imbalanced, stompy good time game
nobody wants to play that game.
games dont work like real life, they achieve balance, and work towards creating and maintaining a certain type of gameplay
unlink real life, where you throw money at things and you win.
so do you have a rebuttal, to the statement that AV infantry renders tanks obsolete, and there is no reason for tanks to exssit when you can bring one guy with a forge gun and LAV and a logi?
at wich point you no longer need the guy with the forge gun |
Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 10:18:00 -
[9] - Quote
R F Gyro wrote:The fundamental problem here is that tankers believe one player in a tank should be more powerful than one infantry player, but the infantry players don't agree. We can talk about ISK and SP. proto and non-proto, engagement ranges etc. as much as we want, but until we address that core issue we're unlikely to come to any agreement.
It isn't like we don't have a simple solution even: make HAVs require three players to operate effectively, then make them three times as effective as one infantry player.
How do we make tanks need 3 players to operate? Player 1 (driver) drives the tank, has the front small gun and limited field of view; player 2 (gunner) has the main gun, and also a limited field of view; player 3 (commander) has the top small gun and the external view.
that may balance them against infantry in general or rather justify their increased effectivness against infantry.
but where do you stand on Anti vehicle
should the ultimate anti tank power reside in tanks or infantry? would you strive to achieve a balance between the two? |
Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 10:28:00 -
[10] - Quote
Cosgar wrote:Chances Ghost wrote:Cosgar wrote:Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. before posting answer 2 questions 1:what kind of tank/av/infantry gameplay do you want to see 1:one suggestion on how to achieve that vision of balance If you do the above, nothing would need to be changed and we wouldn't be having this discussion. Infantry players don't give a crap about pilots and pilots have a chip on their shoulders against infantry. This topic is going to wind up going 10+ pages of back and forth valid points from both sides that will eventually degrade into who has the best insults to exert their e-peen. The end result will be another topic being ignored and the devs will continue on trying to re-balance two game mechanics around a nerf that shouldn't have happened in the first place if they had taken the advice of the majority of the community and made matchmaking a top priority. What you say doesn't matter as much as what I have to say, but in the end, unwarranted self importance while standing on a virtual soap box will amount to nothing while the elephant in the room continues to be ignored. I've given you a valid fact that I've been stating on these god forsaken forums since the day it happened, and again it seems like I'll go ignored because everything we say on here doesn't matter when the developers are going to pick and choose the topics they want to read whether the CPM brings it to their attention or not. The sooner you realize this harsh truth, the better.
the problem wiht it i believe is that it wont actually fix the problem
you may have more survivable tanks yes, but anti tank will still be infantry dominant, basically rendering tanks obsolete no matter how survivable they are,
the previous tanks back in chromosome were in their infancy, nobody really knew what was up and tehre were alot of bugs hidden around
tanks were doing roughly 2x the damage they are now due to a bug in the way passive skills stacked.
there were next to no players speced into proto AV as well so the tanks wernt really being attacked all that agressivly by individual players and most tank deaths were being caused by other tanks.
thats no longer the case, and now that infantry are the kings of anti-vehicle i dont think a simple increase in powergrid (and therefor survivability and extreme fit variety) is going to be enough to justify their exsistance on a competitive level |
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Chances Ghost
Inf4m0us
434
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Posted - 2013.08.24 10:45:00 -
[11] - Quote
Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank?
it woudl change how we fit tanks, but it wouldnt change the overall outcome
infantry would still be kings of AV, and tanks still wouldnt be viable in competitive play.
that is of course my opinion, and i could very well be wrong on that account.
i definatly think it would be a step in the right direction though, and i good buff to start from. just not sure about that being the only change thats needed |
Chances Ghost
Inf4m0us
435
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Posted - 2013.08.24 10:53:00 -
[12] - Quote
pegasis prime wrote:Chances Ghost wrote:Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank? it woudl change how we fit tanks, but it wouldnt change the overall outcome infantry would still be kings of AV, and tanks still wouldnt be viable in competitive play. that is of course my opinion, and i could very well be wrong on that account. i definatly think it would be a step in the right direction though, and i good buff to start from. just not sure about that being the only change thats needed Dude think about it with a base of +20% and 2 local power upgrades you gould fit 2 heavy shield boosters and 1 heavy extender allong with hardiners ohh yea. Or even 2 heavy extenders and a good heavy booster with hardners boom.
thats what we used to do back in the day
either that or heavy extender heavy extender/booster 3 resist
2x/3x damage mods |
Chances Ghost
Inf4m0us
437
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Posted - 2013.08.24 11:12:00 -
[13] - Quote
Levithunder wrote:I run laser rifles and am usally in high places so blaster tanks usally don't pick on me rail tanks make me paranoid :) but any ways What I want tank gameplay to be like: I will list how well all tier tanks should do against av in general from my point of view.
Militia - at max be able to attain 3-5 infantry kills maybe 1 other tank
Standard madragars/gunlogi's - 10-15 infantry kills 1-2 enemy tanks (depending on how built)
advanced enforcer class - 15-20 infantry kills 3-4 enemy tanks(to be honest I think Soma's are more scary then enforcers.
Proto tanks - 20-30 infantry kills 5 enemy tank take downs I miss being scared but to make proto tanks not be abused like 5 in 1 ambush have it so you can only bring maybe one or two into the field have it cost about a flat 3.5 million isk 4 just the tank
I miss the old days of holy crap enemy tank! now when someone brings out an enforcer I hear my whole squad go who can blow it up fastest wins! I want to be scared again but I think have 4 or 5 , 5 million dollar tanks on the field never being destroyed was a bit over kill.
the problem with measuring like that is that the amount of kills you get is dependant on skill rather then gear
my basic logi can go 40-0 on the right map
by usuing a measurement system like that aparently standard is OP and should be nerfed.
obviously not an ideal compairison but its player skill that will determin weather buddy in a basic tank kills 5 or 20 infantry |
Chances Ghost
Inf4m0us
443
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Posted - 2013.08.24 11:58:00 -
[14] - Quote
R F Gyro wrote:Chances Ghost wrote:that may balance them against infantry in general or rather justify their increased effectivness against infantry.
but where do you stand on Anti vehicle
should the ultimate anti tank power reside in tanks or infantry? would you strive to achieve a balance between the two? I'd like to strike a balance. I'd like to see dedicated tank killer vehicles, for example: like a HAV but with a big railgun damage bonus, but really weak defenses. But I also like the idea that infantry can hold their own against tanks, as well as tank vs tank combat.
balance between the two would be a good direction, offers the most flexability in overall stratagy and makes HAVs non manditory for anti - HAV duity.
i do think it should take more than 1 invisable guy sitting on a nanohive on a tower though...
back in the day a solo AVer surprised you can caused retreat.
2 avers meant trouble if you diddnt have someone in your tank to gun them down
3 meant death in most cases
all of this of course was dependant on the skill of the player.
1 good aver could absolutly mess up the tank, 2 good avers meant certain death, only the best driver would survive.
as for the driver not controlling the main turret, thats probably a stretch beyond what most tankers are willing to tolerate. BUT redusing large turret effectivness against infantry and increasing small turrets effectivness against infantry would largly acomplish the same thing
that way a solo tanker could deal with other tanks, and provide some anti -infantry support but wouldnt really be ideal for the job
but a tanker with a full tank (3 man) would be quite effective against infantry and acomplish the notion of having 3 people in tanks to fully operate them
what do you think? a nerf to large turrets anti infantry abilitys and a buff to small turret Anti infantry in exchange for some extra survivability?
would that change be enough to encourage people to fill a tank rather then kick blueberrys out as a liability?
woudl that change be enough to justify an increase in survivability and increase the amount of tank on tank AV action?
most importantly would it match the idea of balance you wanted to achieve? |
Chances Ghost
Inf4m0us
467
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Posted - 2013.08.24 16:49:00 -
[15] - Quote
i meant doesnt belong in THIS discussion, im sure it is applicable in some discussions, just not this one.
yes the gameplay you want to see, how do you see a game going with tanks on both sides of the field? how do you imagine them interacting with the infantry. how do you see them changing the flow of battle, what do you see their role being (more than just "support" but support in what manner)
you know, what do you want tanks to DO in a game.
balance is achieved when what you wanted tanks to do in a game is whats happening in game.
1v1/isk cost/sp cost/all those metics are poor measurements of balance not to be ignored, but not the basis of what it means to be balanced.
4-5 weapons out of 20 something... aka a low enough number to qualify as specific av designated weapons.
i kill madrugers in my gunnlogi all the time, its harder, imbalanced but not impossable. fixing the rep will restore the balance between the two types of tanks.
did you seriously comment on my TLDR??? you know that thing people put at the bottom for laughs?
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Chances Ghost
Inf4m0us
467
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Posted - 2013.08.24 17:01:00 -
[16] - Quote
Scheneighnay McBob wrote:Your idea of balance is correct, but your view of the current problem in-game is not.
My militia HAV (standard railgun) destroys enemy vehicles much more quickly than my advanced infantry AV fits.
vehicles vs AV is indeed broken, but it's not broken the way tankers say. The main problems: Broken AV WP mechanics (WP gain is too slow, and it's too easy for an AVer to lose an assist)
Terrible turrets- small turrets are worthless, while large missiles rely on luck to hit infantry.
ISK cost- vehicles are far more expensive than they should be.
Map design- it's nearly impossible for counter-AVers to remove AVers from certain positions
Redline abuse- this is something for both vehicles and AVers. AVers can safely AV from the redline (sometimes shooting dropships with railgun installations). HAVs can snipe even more safely from the redline than infantry snipers. All vehicles can retreat to the redline to safely repair.
Recall abuse- getting shot at by AVers? You can now make your HAV vanish, then call it in on the redline!
Hit marker issues- they're pretty buggy and usually don't show where the vehicle is really coming from.
I'm not going to mention invisible swarms, because it never happened to me- I always see them before they hit, or as least hear them behind me.
all very very awesome points, thank you.
for invisable swarms if you want to replicate it, grab a friend and go into a merc battle, have him grab a swarm launcher and you in a militia tank, have him start in your visual range then move backwards untill hes outside your rendering range.
he should be able to see you due to the vehicle being a higher rendering priority, if not have him change elevation untill it evens out and he can see you but you cant see him.
then just simply have him shoot at you, on flat roads theres issues getting it to work, but once you add elevation changes to the mix its alot easyer for the swarmer to get the advantage.
it works both when the swarmer is higher and lower than you, and while it does work on even surfaces its not 100% in that case |
Chances Ghost
Inf4m0us
469
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Posted - 2013.08.24 18:50:00 -
[17] - Quote
Invisable swarm footage
skip to 5:50 and watch the left side.
no trail, no explosive effect (as seen in the other swarm hits in the footage) just imact physics and damage
also not my footage... stolen from youtube
http://www.youtube.com/watch?v=2HwiIU6rJCk |
Chances Ghost
Inf4m0us
470
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Posted - 2013.08.24 19:06:00 -
[18] - Quote
Bittersteel the Bastard wrote:Until it takes multiple people to operate a HAV, I believe it shouldn't take multiple people to take down an HAV.
They should however lower the cost of the tanks.
it takes 3 people to operate an HAV fully
theres just no incentive to do so, and usually is a liability more than an advantage.
so you probably mean "some way to force tankers to have gunners"? or at least enough incentive for them to have gunners? |
Chances Ghost
Inf4m0us
488
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Posted - 2013.08.25 03:26:00 -
[19] - Quote
some of you have missed the point.
balance in a game is measured by the devs
dev states it wasnts this unit to be able to acomplish this task.
balance is achieved when the dev gets what he wants.
aka a heavy machine gunner that took 5 guys to take down would be perfectly balanced in a game designed to have a HMG user that takes 5 men to take town.
a game where a single tank wreaks absolute havok on the battleground is balanced in a game where the dev decided they wanted tanks to be absolute havok ont he battleground.
you basolutly cannot use metrics like price, or how many people cant take it out to measure if something is balanced
something is balanced when it does what you want it to in a game, and its imbalanced when it starts to do things you DIDDNT want it to.
flaylock was nerfed because it wasnt doing what they wanted it to, it was being used as a primary weapon, so they nerfed it back to something you would use as a secondary.
caldari logis got nerfed because they were being used as assault classes over actual assault classes.
notice the connections, things get nerfed when they start doing things they wernt designed to do, the definition of unbalanced is something that is being used in ways the developers feel are causing types of gameplay they dont want to see in the game.
Assault rifles are blanced because we still see alot of weapon divercity, back when the TAC AR was king it was nerfed because nearly every single player was using it causing unwanted gameplay.
sure the numbers belong in talks of WHY somethings balanced or imbalanced, as as explaination of why its warping the intended gameplay.
but balance is about CREATING INTENDED GAMEPLAY. so you cant have a talk about balancing without discussing
its role (support isnt clear enough of a definition, everyone in the game is effin support to everyone else)
how oftin you want to see them on the battlefield, if you want them to be a 1 a game thing, you would lie 1-3 tanks on either side of a game?
do you want the same people to be financially able to bring tanks to EVERY battle? or do you want it to be a tactical desision?
in order what should be the best methods of killing tanks rated best to worst.
these are the types of questions developers use to measure somethings place in the game and balance it.
and it requireing 10 people to take out a tank is perfectly balanced in a gamewhere are tank was purposly designed to require 10 people to take out
conversly it requireing only 1 infantry to take out a tank is ALSO perferctly balanced
the only difference is what kind of gameplay we will see in both those cases.
balance is about greating specific gameplay |
Chances Ghost
Inf4m0us
488
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Posted - 2013.08.25 03:39:00 -
[20] - Quote
for instance lets take a look at tank gameplay now
its ability give it a shock trooper feel
you bring in tanks to give your infantry the power of push to take a well blockaded objective.
tanks currently dont have staying power, so it requires tactical choice on when you want to spend this is for the power of push and you have to assume they are dead the moment you call them out.
they are currently disposable frontal assault weapons that are used to remove infantry from well entrached positions and give your infantry a chance to move in and mop in the mess before the tanks bet blown to smithereens
THATS what i mean about creating a picture of gameplay.
and THATS PERFECTLY BALANCED in a game where thats the intended gameplay.
the problem is we have no idea what the inteded gameplay is so we just see something that costs 1mil isk and dies
so we assume its imbalanced, when in reality it could be perfectly balanced to create this gameplay
now since they are doing a rework of balance we can assume that this ISNT the intended gameplay and that in the developers mind they had a different idea in mind when they wanted tanks in the game.
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Chances Ghost
Inf4m0us
511
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Posted - 2013.08.25 15:25:00 -
[21] - Quote
Vrain Matari wrote:
True, but it's not an absolute. I've done an awful lot of successful point defense/delay with a toxin smg.
They are gimped in range and lack of grenades, no argument there.
I think AV infantry are worth about half an AI infantry as long as they choose their battles correctly and don't try to be the superman.
they are still quality infantry
they can hack objectives, they trade infantry stopping power for vehicle stopping power (commandos dont even have to make that trade but ehy are a different can of worms lets not go there)
they dont even lose ALL their infantry stopping power, just some of it
and lets not forget they are still another target to shoot at, wich is a concept known as target saturation. aka the tactic in the invasion of normandy |
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