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echo47
Sebiestor Field Sappers Minmatar Republic
77
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Posted - 2013.09.23 05:24:00 -
[1] - Quote
All I see in this post is nerf infantry vs tanks. If I am wrong correct me. This is why infantry can't take complaints by tankers seriously. Very few of these types of posts ask for counters and are too quick to ask nerfs.
The Attorney General wrote: 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.
So you basically want one v one with a heavy that has less defence than his suit normally affords. A sitting duck with little mobility.
The Attorney General wrote: 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.
Why make up numbers, 6 seconds. And lets ignore the fact that those two MLT swarms may have proficiency 4 maybe even 5. And they are very effective on DS's and LAV's. So as infantry we should have to get with in throwing range of a grenade to destroy a tank?
The Attorney General wrote: 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.
Am I mistaken in thinking that you can sit in your tank in any fit you want. Also, your tank has passenger seats where your team members can sit in the tank in any fit they want. So you can roll out a tank and have a viable anti-infantry fit also. By fitting AV grenades we have made a sacrifice we can't fit explosive grenades that can come in handy against other infantry.
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echo47
Sebiestor Field Sappers Minmatar Republic
77
|
Posted - 2013.09.24 04:39:00 -
[2] - Quote
The Attorney General wrote: From reading suit descriptions, the heavy is supposed to be my main infantry based opponent. Ideally they should be the only suit that has the tank to stand and trade with a tank. And yes, I would rather fight an infantry with a super high power straight shooting rail gun than someone who can dip behind cover or jump around while locking me up and then hurl rockets at me. Are you calling a heavy who I can't see up on a roof top with great sightlines a sitting duck? Although true, he isn't a sitting duck for me. I need infantry help to drop him. The stronger his AV ability, the lower his tank should be. Right now, doing over 2200 damage is perfectly fine, and carrying around 12-1400 HP while doing it is a bit low. Heavies need more HP, and probably a speed bump, but that is for the suit in general, although it would greatly assist them in the AV role.
Team work is an excellent counter. This never gets mentioned in the calls by tankers to nerf AV. It is almost as if it does not exist with you guys that post on the forums. Tanks with infantry support can essentially lock maps down. When playing AV I fell my biggest asset is movement not HP, once that swarm is launched or that forge gun fired at a tank good infantry who understand how valuable that tank is rush swarm users. Notice how much brighter the flares form forges and swarms are now.
The Attorney General wrote: Why do you act like me calling for a damage reduction in swarms will suddenly make them non viable? If you got proto swarm damage by 30% to bring it in line with the other weapon scales, it would not instantly make them useless, it would merely require more thought to their use, or for them to be used by more than one person to kill a tank. One person would still be able to drive off a tank, because only idiots hang around with swarms.
Why nerf? Why not think in lines of a counter to swarms? Running around with a swarm launcher and a side arm to defend yourself against other infantry is a big risk. The reward is being able to take out out a tank. Tankers would have more cred if there were more post explaining why the isk cost and sp investments for tanks are too high. The main reason I personally will not spec into them. And again when dealing with swarms, personally I think that is what your squad mates are for. Nerfs IMHO are a cop out on the part of Devs and those who forum post for them. Counters are what make the game interesting and a challenge.
The Attorney General wrote: In PC, you are not bringing passengers, and hopping out of your tank suddenly kills you. Coming to a complete stop in order to attempt to shoot an infantry user running at my tank hurling grenades is not an option, not counting the fact that I don't have a dropsuit that is for fighting, I am a tanker. If they would have given me a pilot suit I would be in that and even weaker on the ground. Giving up a flux or a locus grenade is not enough of a sacrifice for gaining such strong AV capability. Increase fitting costs of AV grenades by 15%
I would not know anything about PC so I shouldn't comment, but I will, Not having a passenger sounds like a bad idea. I get thet there a serious challenges for tankers in this game. But the constant calls to nerf the only weapons we have to keep vehicles at bay need to stop. These are our only counters as good as AR's are the dont stop tank stomps. I am 100% behind the dropping the price and sp investments in tanks. But AV being OP I have not seen proof in actual gameplay that AV weaponry should be nerfed just a lack of teamwork , creativity and sp investment on tankers part.
So do you have any ideas to "fix" tanks other than nerfing AV? |
echo47
Sebiestor Field Sappers Minmatar Republic
79
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Posted - 2013.09.24 21:30:00 -
[3] - Quote
jerrmy12 kahoalii wrote:you idiot they're no counters to swarms, when 1 burst from a militia swarm can take 1/1/3 hp off, imagine 2 or 3 av people. get skill stop trying to defend av. 3 tanks destroyed 1 game with militia swarm by MY SELF. ps heavy camping on tower with forge gun is beyond OP, tanks cant fight back. Since there are no counters, why not put your thinking cap on and come up with some rather than nerfing, is my point. Thats why tanks are on a team so his team mates can help. How many skill points and how much experience did those tankers have? I come against tanks that I can pop in 2 or three volleys solo. And tanks with 3 AV players and the tank still end up owning the battlefield why because his squad has his back. I am saying simply nerfing one role in an attempt to find "balance" is bogus. What needs to get evaluated and I am sure it is by devs at this point is the overal performance of tanks on the battlefield.Tanks with adequate support and sp investment by the driver are fine, in my opinion. |
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