Woka II wrote:
Your "strategic positions" brings more harm to your own teammates than good. "OMG A TURRET I SHOULD HACK IT!!! *2 minutes later* enemy hacks it and shoots down a friendly dropship. ...
...P.S if it takes you an entire team to take down a gunloggi, you deserve to die considering how weak a gunloggi is.
Thank you again.
I was referring to supply depots and CRUs, I already stated that turrets are nigh useless. (And yes it is possible to kill a tank with one, but only if the driver is unaware and inept. - Harpiya)
The debate here truly rises between weak and strong tanks, soka or madrugur.
I do not expect my militia swarm launcher to be able to destroy a Madrugur. I don't want it to. Neither my advanced AV grenades. But a good tank driver will never allow me to get close enough to use AV grenades of any kind. And in real world warfare tanks are heavily supported and in communication with infantrymen, drones or spy satellite. When I sit in a tank turret I spend half the time on the map directing my driver to enemy HAVs and installations. Whenever an uki comes close I hop out and gun him down. If played carefully an HAV
can be invincible.
If you don't want to lose it, what is it doing sitting out in the open? Why is it sitting there waiting for another burst of swarm instead of high-tailing it into cover?
But if you're expecting to get away with prowling solo around map deep in enemy lines, soaking in missiles and bouncing off AV grenades then your view of what an FPS MMO with 31 other players in each match is downright selfish and kinda silly.
I want tanks to survive entire matches
when they are supported by their team and within their own lines. I do not think the current set up is balanced. I don't believe
anyone is getting enough ISK for their efforts on the battlefield. I think if you bring a tank, get 30+ kills and win the match you should get a massive payout, 1m+ ISK.
Changes I would make (with further consideration and debate of course!)
Scan profile of tanks should be vast and they should be visible to a whole team when one merc has sights on them, and it shouldn't disappear for 3 seconds! (I know this is serious and ppl should mic up and comm. but they don't - so this is the solution). HAVS could also be louder - if you were a merc on the field you would know if one was close and which direction - this doesn't come through the tv or headphones well enough.
Turrets should be either last longer, be better placed or have higher ROF.
Destroying a neutral structure should harvest 0 WP.
AV grenades should not home in and perhaps have their own skill tree.
Swarm launchers should have a Heavy version which deals significant damage.
SL target range should not be reduced (except for militia./basic and if pt.SL really are as broken as they say perhaps should not deal as much damage).
Tank flares, counter missiles, EMP bursts or some measure of defense for tanks (which require timing and skill) should be deployed!
More ISK for effort.
Even though we are not talking about dropships they should have flares too (but then they'd be invincible, no?)
NOTE: most of my changes are in support of tanks, I just want them to remain vulnerable.
If tanks are much easier to destroy it will take the fun out of killing them! But the game needs to be balanced: Give them more ISK and let me keep my AV. Then what have they to complain about?
Peace.