Operative 1171 Aajli
Bragian Order Amarr Empire
359
|
Posted - 2013.09.23 19:45:00 -
[1] - Quote
Dunk Mujunk wrote:CCP needs to not Buff or Nerf anything and some how make a game mode that forces Tanks and Infantry to work together. I have no idea what this mode would be. Maybe a capture the flag esq type game where a team has to hack a yellow tank then return it safely to their red line or something.
The gunner issue aside (feels to me that the gunner issue was the original issue, but after reading the forums over the past few days there is definitely a bunch of separate issues) the flaw in almost everybodys reasoning, from tankers to infantry, is that while people acknowledge team work is something required for infantry working with infantry, almost no one wants to acknowledge team work is a necessity between infantry and tanks.
AVers should pretty much be able to dominate a lone tank that doesn't have infantry support. Maybe, and I say MAYBE 2 AVers should be required to take down a decent, lone tank. I'll say that a rough ballpark of 1-3 AVers should always defeat a lone tank, no problem (due more in part to tactics, less in part to damage). And there is one thing Tankers are forgetting/won't acknowledge. That AV dude trying to take you out? His choice of AV nades puts him/her at a massive disadvantage to me, an Assault with real nades. I don't need or want to be in your tank, but if Tankers would let me, I could protect them from AV. But they don't let me/want me to.
I have seen and met a lot of REAL LIFE Military/Ex Military people here in Dust. I would like to see someone who has had REAL LIFE experience with Tanks and Tank tactics/strategy get on here and talk some sense into Dust Tankers. They would tell you that if you try and do anything with out infantry support, you are a moron and deserve the death that is coming your way. Of course, no one on here would listen to said person, so I guess that's a moot point.
In real life the 4 supposed best Main Battle Tanks (M1 Abrams, Leopard 2, Challenger 2, and AMX-56 Leclerc) cost easily into the millions of dollars to build (I wanna say the M1 Abrams is around like 54 million per tank, but i'm pulling that from memory and could be incorrect) and take massive amounts of training to make the CREW proficient.
The RPG has been the same forever, takes almost no training to use proficiently, and is basically just a tube and an exploding shell with an impact fuse. Just a guess but I would say construction of 1 RPG tube and 1 round is well under 1000 dollars, probably closer to 100 dollars.
I understand we are playing a futuristic videogame with made up weapons and technology, but if we aren't going to follow reality in any way shape or form, then everybody (tankers included) better put on their big boy pants and get ready for MAVs, Fighters, Heavy Aircraft, and those Mechs that have been rumored to be a possibility way down the road. Because if a Tank should be able to solo with no support, then so should everything else. And if they aren't, then everyone needs to get ready for Tanker QQing multiplied by 4.
EDIT: I'm not against Tank buffs. I'm against Tank buffs when considering the Tank a lone unit that doesn't work with support. I would not be against a buff that takes into consideration the fact a Tank needs to work with support forces.
Tanks in this game get defense modules, are corralled into a tiny little bowl of land and played by players who would like to have some fun. Calling down a tank and having to roll around more methodically isn't tha same as just popping another respawn and running into bullets again and again.
Tanks should not die outright to one guy when they've timed their modules to activate and have specced up into a better tank and mods. One AV guy should be able to run them off so as to make them not be as big of a threat to infantry. That is all that is needed for balance. The better specced that one guy's AV skill is, the quicker that tank needs to book it out.
If you wnt to kill a tank you should either have to organize, chase the tank down or be smart and wait where the tank will patrol out while mods are on cooldown and vulnerable. |
Operative 1171 Aajli
Bragian Order Amarr Empire
360
|
Posted - 2013.09.23 20:34:00 -
[2] - Quote
Dunk Mujunk wrote:Operative 1171 Aajli wrote:Tanks in this game get defense modules, are corralled into a tiny little bowl of land and played by players who would like to have some fun. Calling down a tank and having to roll around more methodically isn't tha same as just popping another respawn and running into bullets again and again.
Tanks should not die outright to one guy when they've timed their modules to activate and have specced up into a better tank and mods. One AV guy should be able to run them off so as to make them not be as big of a threat to infantry. That is all that is needed for balance. The better specced that one guy's AV skill is, the quicker that tank needs to book it out.
If you wnt to kill a tank you should either have to organize, chase the tank down or be smart and wait where the tank will patrol out while mods are on cooldown and vulnerable. I agree with you 100%, especially the last part. But it has to go both ways. I simply cannot accept any Tank arguments when Tanks flat out refuse to work with anyone else. A Tank with 2-4 (good) infantry supporting it on foot should be nearly unstoppable. A lone tank should be at the mercy of whatever AV is focused on it (to an extent of course).
Yes, if it's mods are down it is vulnerable. Also, without support it will be getting hit with impunity. A tank should be able to make a reasonable retreat before it's mods give out when only one guy is bombarding it.
The tank is not a threat when it is having to roll out and is vulnerable. The new tank changes are pretty much going to be that. Tanks will be momentarily invulnerable and only with the skills and mods then they have to roll out for a longer period of time to recoup.
A solo AVer should have to work for their kill. Tuck in at a prime point they know the tank is going to be headed while it's down.
|