Exmaple Core wrote:
Additionally, we have to use "the current environment" to prove people wrong.
So, it is apparent in this current environment that vehicals and dropsuits alike receive more slots and fitting when they advance through the tiers. So, it would be logical to give an adv caldari tank 6 highs and 3 lows because the standard caldari tank has 5 highs and 2 lows. Mirrior the same advancements for the armor tanks and give both more fitting and bam! Thats an advanced tank. From there, follow the same procedure for the proto tank, escalating their builds to be a true proto tank.
The only problem with this is that unlike infantry, tanks already have a huge advantage in survivability and damage output. Each fitting slot drastically increases capability multiple folds greater than every slot an infantry gets. Infantry suits were designed to fight infantry. Not tanks. Tanks were designed to fight tanks and Infantry. See where I'm going with this?
Exmaple Core wrote:
In this envirnment of progression, skills often give additional benifits in additon to unlocking gear, like mass driver operation unlocks more massdriver variants and gives a 5% increase to explosion radius per level. So, the skill that unlocks the tiers of tanks could give a +5 to 10% shield/armor tottal HP per level, respectfully. Or +5 to 10% PG/cpu bonus, or speed, or additional resist, what have you, or any combination of these bonuses like the current enforcers have.
Giving tanks 5-10% a level in survability is a horrid idea. Let's take a heavy. 400/400. Give them 25% increase, that's 500/500.
Take a Mardrugar now. 1200/6000, now goes to 1490/7500. That's a massive increase in EHP, which is totally out of line with the boosts given to Infantry. Now, if you want to talk 2% per level up to 10%, that makes a little more sense. You cannot simply give tanks the same boosts given to infantry, because of the already inflated values in survivability and EHP that they get already.
Exmaple Core wrote:
This way, tanks become much, much more powerful throughout the tiers so they can compete with proto AV.
Giving proto tanks 7/5 respectfully would be okay because infantry will still be able to handle them, many AV specialist have proficientcy 5, double/triple damage modded proto AV, the maximum amount of punishment possible in dust and they travel Yooo together in squads. They can handle a tank no problem and by the time we actually do get our proto tanks, many dozens of hundreds more players will be doing the absolute maximum amount of damage possible in dust
At this point, I'm about 100% sure you completely failed to make a Proto tank which is on par with the idea that IWS had in mind. First, I can take an MLT fit and destroy a PRO fit infantry player. It's not that hard, I just have to play a little better. The difference between PRO and MLT is not that high for many things(i.e. there's a 3 damage/round difference between a STD and PRO AR). Making tanks - as you put it - "much, much more powerful" is just going to break them, and proves that you DID NOT read what IWS wrote. The idea is not to make them powerful per se, but to make them VIABLE. Stepping from MLT to STD to ADV to PRO should not make you god, it should simply give you an edge.
Furthermore, the amount of AV players is in direct response to how powerful and broken tanks are already. Making them power powerful will exacerbate problems, because THAT'S when you'll start seeing way more AV - and way more powerful AV - on the field. Remember - You skilled in to your tank to kill indiscriminately. Infantry players have to go OUT OF THEIR WAY to skill weapons and proficiency in to AV in order to become competitive. MLT AV does laughable damage to anything higher than MLT tanks right now. We have to waste hard earned SP to even have a chance to counter tanks. All tankers do is spend SP to simply become *more* effective. They have no ''alternate role'' that they have to skill in to in order to counter AV.
Finally, do you have any idea how dumb you sound when you talk about "AV people traveling together in squads"? As an AV player, I have never went in to a squad with other AV players for the simple purpose of hunting tanks. The real problem is squads in general. Don't get the community thinking there's some pandemic of AV hordes roaming around to gank their shinies. It's not true.
Exmaple Core wrote:
However, this is only staying in the "current envirnment" and advancing through the tiers using the fitting methid, increasing slots and fitting stats. But! There is another equally effective way withiut using too many slots. Instead, you can model proto tanks the same way the adv tanks were in chrome, improving base stats over the under tier. for Exmaple the sagaris. It had more speed, fitting, shields, sheild regen and was faster than the gunlogi, its stats were significantly brighter than the gunlogi and was significantly more effective dispite only having the advantage of one additional low slot over the gunlogi. So, you could bump the base stats significantly to make a prot tank, give the skills like x per level, have an additional 3 or 4k shields, built in resist, a built in heavy rep or active residt that you can use in addition to how you fit your slots, ect
This is the only thing you've said so far that made sense. Just go back and examine the amount of HP you want to give them. Reference above: 25% increase is about 2850 HP. You want to give a 3-4K increase per level? That's a 35%+ increase in HP per level - NOTHING infantry can do will be able to compete at that level. And that's before the resist and rep bonuses you're referring to, which will exponentially increase EHP even further past that.
Overall, 2/10. B for effort, F in everything else.