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Awry Barux
Paladin Survey Force Amarr Empire
393
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Posted - 2013.12.14 08:03:00 -
[1] - Quote
Cosgar wrote:Text Grant wrote:If tanks arn't OP then AV is UP. Five AVers can't kill a single tank with no gunnerswhile his actives are up. Don't see the problem? Tanks are too fast to chase down, too deadly to engage directly, and too hard to engage during opportunistic times. The only way the current numbers will work is if AV is made into sidearms or equipment. Which is why I now use RE's on annoying tanks and crash an LAV into them. You asked for this. There's your problem right there. Glowy tank = Bad, not glowy tank = good. ROFL. Any half decent tanker = call in tank -> use 50+ seconds of invuln (2x cycled hardeners on a Sica) -> retreat -> call in new HAV -> recall old one -> repeat Not very hard to do. If you want to be conservative, just retreat with 20 seconds left on the second hardener, and you'll reach a safe zone with ease. If I, someone with no tank experience, can do this with militia tanks, I can only imagine that it's far easier for real tankers with their increased module duration and additional slot.
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Awry Barux
Paladin Survey Force Amarr Empire
393
|
Posted - 2013.12.14 08:17:00 -
[2] - Quote
Cosgar wrote:Awry Barux wrote:Cosgar wrote:Text Grant wrote:If tanks arn't OP then AV is UP. Five AVers can't kill a single tank with no gunnerswhile his actives are up. Don't see the problem? Tanks are too fast to chase down, too deadly to engage directly, and too hard to engage during opportunistic times. The only way the current numbers will work is if AV is made into sidearms or equipment. Which is why I now use RE's on annoying tanks and crash an LAV into them. You asked for this. There's your problem right there. Glowy tank = Bad, not glowy tank = good. ROFL. Any half decent tanker = call in tank -> use 50+ seconds of invuln (2x cycled hardeners on a Sica) -> retreat -> call in new HAV -> recall old one -> repeat Not very hard to do. If you want to be conservative, just retreat with 20 seconds left on the second hardener, and you'll reach a safe zone with ease. If I, someone with no tank experience, can do this with militia tanks, I can only imagine that it's far easier for real tankers with their increased module duration and additional slot. Then do it. Nobody said this was supposed to be a F2P CoD. Throw some SP into tanking and have some damn fun with it. There's nothing stopping anyone from specializing in vehicles aside from their own arrogance. That's the beauty of it.
I'm having tons of fun with it. Dust is still a fun game. It just makes the last 6 months I spent building my anti-infantry character feel, well, a little wasted. I don't think this is good game balance, and I don't see how you can possibly defend it as such.
I do the above and AV can do literally nothing to me as long as I pay to module duration and retreat at the appropriate moment. Even with hardeners on, 2+ dedicated AVers (i.e. not AV nades) should be able to make me think twice about charging in, and right now that threat simply isn't there. Driving a blaster Sica vs a ADV swarm launcher and some form of FG, I got hit without a hardener up- but simply activated my mods and charged. I just sat in front of them and slowly DPSed them down while they tried in vain to damage me. That's just not balanced. Hardeners are a win button.
Tanks should be tanky, obviously, but straight-up invulnerability is too much. CCP had the right idea with waves-of-opportunity style tanks, they just pushed the numbers a little too far. |
Awry Barux
Paladin Survey Force Amarr Empire
393
|
Posted - 2013.12.14 09:20:00 -
[3] - Quote
Cosgar wrote: Like I already mentioned, there's room for improvement. Name one thing Dust related that CCP got right on the first try.
Of course. But you also already mentioned that "tanks aren't OP" (2nd post this thread), which I disagree with strongly. Regardless of any future improvements to balance, tanks in 1.7 are OP against everything else in 1.7. There's no disputing it- nothing in the game is immune to tank turret damage, modules provide practical invincibility against anything other than a damage-modded rail tank, and a capable tank costs less than my advanced logi fitting. They're too effective regardless of price, too effective for their price, and too cheap regardless of their effectiveness. |
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