DJINN leukoplast wrote:I find it is difficult to explain to tankers what infantry goes through when dealing with tanks. But I came up with a simple way to illustrate it.
Scenario - It is a bizarre paralell universe in Dust 514, in which most of the players in every the match are using tanks. Infantry coming into the match is rare, but on average there is at least 1-2 infantry players amongst all the tankers.
Rules - Tanks have 3 choices in terms of weaponry:
Choice #1 - Tank has weapons designed for taking out other tanks, but do nothing to infantry players.
Choice #2 - Tank has weapons designed for taking out infantry players, but have no defense whatsoever against other tanks.
Choice #3 - Tank has a moderately powerful anti-infantry weapon, but it's range is extremely limited, uses up a valuable weapon slot and uses more CPU/PG than a anti-tank weapon.
Choice #1 - Leaves the tanker completely exposed to infantry AV players. Infantry players can literally walk right up next to the tank and do whatever they please with no way for the tank to fight back. Their only choice in this scenario is hope they can hide, or if they die, come back with an anti-infantry option to hopefully prevent the infantry player from being able to do this again.
Choice #2 - Since the match is comprised mostly of other tanks, this is a very tricky situation. This tanker chose to hunt down the pesky AV player that previously had 100% advantage over them, but they are completely vulnerable to every one of the other 15 tankers on the field. At this point it would be pure luck to avoid certain death by the tankers that are specifically hunting other enemy tanks. And to add insult to injury, once the AV infantry player knows the tank now has anti-infantry weapons, they go into hiding or switch to their tank fitting via the instant-dropsuit-recall feature.
Choice #3 - After the tankers past experiences, they figure they would choose the option which still lets them be somewhat powerful against other tanks, but also have an anti-infantry option as well. However not all goes well, as they find that the tank they chose was a poor choice for that match, as there wasn't a single infantry player on the field at all. Which left them more vulnerable to the other tanks. So after dying by the hands of a more powerful tank equipped with option #1, they decide to bring back their full-tank setup... but lo-and-behold, pretty much as soon as they do an AV infantry player appears on the field, and promptly wipes the floor with the tanker. So once again the tanker decides on choice #3, thinking it is the best choice for both anti-tank and anti-infantry. But this time the tanker is out-ranged by the AV player, and since the tanks anti-infantry weapon is so limited in range, they lose again.
Hope that clears things up a bit for tankers. Just imagine if you only had those 3 choices in a game comprised mostly of other tankers.