Ryme Intrinseca
Seraphim Auxiliaries
41
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Posted - 2013.09.23 08:26:00 -
[1] - Quote
The Attorney General wrote:So, I tank.
Lately, everyone is getting up in arms, and the tankers and the infantry are at each others throats, with a fairly consistent back and forth ensues between certain regular parties.
It has all gotten quite dull. There needs to be an effort to reach consensus, perhaps not on concrete details, but at least on the basic principles of AV and how it should interact with vehicles.
Here are some things I have been thinking about lately. Some of these things will upset tankers, and some will upset infantry. Hopefully you all get annoyed equally, and we can make some progress.
1. The heavy should be the primary AV specialist.
Ideally, they should have the best tool for the job, currently the forge gun. The suit itself needs protection from infantry, and is mobility limited. This enforces the need for one heavy suit to focus on tactics to tackle one tank. It also means that a tank must think tactically to avoid getting slapped by a heavy.
A well fitted heavy should be an effective counter to a tank. It then becomes a fight between the tank, which has greater mobility and HP, and the heavy, which has the potential to ambush, trap, use height, etc.
In this type of scenario, you could even bump up FG direct damage if you raised fitting costs to minimize protection on the fat suit. Or you could leave the damage as it is, and reduce fitting costs, to allow a heavy the chance to sit and trade with a tank.
2. Swarms are really pathetic.
The entire idea of how swarms work is completely silly. I don't care about any of the alleged reasons behind it, the behaviour of swarms ruins any type of engagement, because it is a no brainer. 2 guys with MLT swams can overwhelm almost any tank in less than 6 seconds. It is absurd. Beyond that, they are largely ineffective against their primary target, which I would assume to be DS's and LAV's, and instead get spammed onto tanks with hilarious results for the infantry, but deeply unpleasant for the tankers.
1 heavy with a FG should be able to output at least 3 swarm users output over the same time. This means a drastic nerf to the swarms. This promotes the proper relationship of suits, with tanks being powerful against infantry, AV being very strong against tanks, and the AV troop(heavy) being weak to infantry.
Non heavy suits should have an AV option, but it should not be the teams primary choice for AV work.
3. Nuclear baseballs.
I get it that infantry need an option for a rampaging tank on a spawn point. All I think needs to be done is to ramp up the fitting costs on the AV grenades and lower damage levels at ADV. I don't mind if someone wants to use a set of Lai Dais to deal me 6k damage. I can appreciate the balls. What I DO mind is them being able to effectively roll that option while having a very viable anti-infantry fit as well.
Packing AV grenades should mean that the infantry has made a choice to sacrifice either tank, or their anti-infantry capability in order to pack that type of AV damage.
The other way to do it is make them low damage, but instead of three, you get 5. That way, they can be spammed to keep vehicles at bay, but not kill anything but stupid tank drivers.
So basically, you want a slight buff to FG and a heavy nerf to SL and AV nades? In the typical pub you have maybe two heavies on each side, with one using the forge if you're lucky. So you're asking for the current five or six viable AV threats to a tank on the battlefield to be reduced to one. In other words, you want God Mode tanks.
If you ask me what I think balance would look like, I say it looks like what we have. Tanks still go 30-0 or 40-0 regularly, but can also pop quickly if they make mistakes or there's a concerted Av effort. It's rock (anti-infantry), paper (tank), scissors (AV). It you blunt the scissors, or make it so only a small minority can use them effectively, you upset the balance. |