Kallas Hallytyr
Skullbreakers
171
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Posted - 2013.12.14 19:45:00 -
[1] - Quote
A single AV user versus a single vehicle user is not a simple equation: active vehicle modules, cooldowns; passive dropsuit modules; weapons; terrain, map layout, installations, ammo/loaded clip, etc. There are many things that can have a serious impact on how and when a vehicle is vulnerable.
Also bear in mind that both have significant advantages over the other:
HAVs: + Faster than infantry + More powerful weaponry + Periods of power - Reduced manoeuvrability (less capable of traversing tight spaces, for example) - Limited awareness (vehicle visibility is more restricted) - Periods of vulnerability
Dropships: + Greatly increased manoeuvrability and speed + Periods of power - Easy target acquisition (less cover for aerial vehicles, for example) - Periods of vulnerability
Infantry: + Increased manoeuvrability (can access interiors for protection, for example) + Flexibility in engagement terms (ability to use environment, to generate ambushes for example) - Inferior survivability - Less powerful weaponry (makes engagement risky without stacking odds in some form)
This isn't comprehensive, and I'm not the most well versed in AV-vehicle balance but these are what I can see as intended principles of vehicle combat. But assuming these, it seems that a lot of discussion around balance ignores a lot of the environmental and situational factors which are supposed to play a part.
Blaster HAV caught your Forge Gunner in a relatively open field with active modules available? Then your Forge Gunner should probably lose. Forge Gunner ambushes a Rail HAV retreating with modules in cooldown? Tank should probably blow up.
Did the tank get caught on terrain? Did it need to slow down and turn, limiting it's manoeuvrability? Did the AVer jump in close and stand still? There are a lot of things that alter the balance on a situational basis. Personally speaking, I feel that HAV speed needs tweaking (Gallente need slower acceleration, Caldari need slower top speed) and AV needs a slight buff to Swarms (damage needs to return to 330, range is good) while Forge Guns need to get a slight revamp to make non-Assault variants viable.
But that's me trying to be reasonable. I'll show myself out... |