Slag Emberforge
Immortal Retribution
317
|
Posted - 2013.12.17 12:47:00 -
[1] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote:I would rarther have no infantry than several fully kitted out protobears on the enemy side of every other battle I join
Oh wait that was happening for months and the only way you could counter was in your own protobear gear or just go BPO anyways, i bet you didnt complain about that when you protostomped
I didn't like protostomping. Also, there's a difference between a 69k iron wall that takes 0 SP and is impossible to go ISK negative in and a suit that gives you some extra HP and damage with a large SP and ISK investment. It's protostomping on a much more deadly, gamebreaking scale. I run mostly STD and ADV gear and, guess what, I actually kill protos! Wow, amazing, I actually had a 2.0+ K/D 90% of matches in standard gear before 1.7! Tankstomping is protostomping times a thousand. You can kill a proto in seconds with a militia assault rifle and multiple protos with a grenade. A full squad of prototypes is problematic, but they are far more killable than a full squad of tanks.
QFT
Also the investment Is so low that killing an advanced suit is the same amount of ISK added to the pool, so why should I waste all that time and effort taking a 1-3 minutes to destroy a tank (depending if they flee before I can land the killing blow).
I mean really, I can kill a proto in no time at all with my syndicate SMG, and it costs me nothing, or I can hunt tanks and put in far more an investment than these scrubs and see paltry returns. |
Slag Emberforge
Immortal Retribution
328
|
Posted - 2013.12.18 16:50:00 -
[2] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote:Borne Velvalor wrote:Takahiro Kashuken wrote: ... Aw, that's cute. Too bad a good Gunnlogi can cycle hardeners and be "shiny" for 60 seconds straight, leave for 15 seconds, and then do it again. Split it into 7 second cooldowns and you can cycle indefinitely. I don't even have that great a tank and I think I've lost a hanful of HAVs to Swarms since 1.7, usually because I was being bombarded by other HAVs, which would've killed me anyway. Infantry can be taken out in many different ways and are much easier to disable. Also, why shouldn't I win, you ask? Because I'm fighting 2 at once. Also, it's not that I shouldn't pop militia tanks, it's that if they're going to be so useless (aside from double amped Railgun Sicas, or Missiles if you only need to disable one armor tank) they need something else. You know, such as AV that kills things without 4 guys trying to take down one tank. I've fought full squads of proto players that couldn't take me down using AV. Also, the problem is not 8 people taking down one tank. I can pull out a tank and blap one myself. It's 5 people trying to take down 5 tanks while the remaining 11 infantry wrestle for the terminals with the other 11 infantry. There's only 1 guy in each HAV usually. If you sacrifice any more than 1 guy to take one out, you're screwed, because your infantry are outnumbered. If you have 10 guys blapping 5 tanks, the infantry are outnumbered 11 to 6. So if your smart enough and have the correct fit you shouldnt ever be able to win against 2 tanks? lolno Ive been in the same situation, ive had 2 blaster tanks unable to kill my logi because 1 of my fit, 2 my skill and 3 my experience in similar situations 5people taking down the 5 tanks are doing it wrong because you pick 1 tank and go after it and so on, also infantry wise 11v11 is fair But this is pubs where matchmaking is broken and i generally dont care, PC is where it is and if tanks are now usful in that the most competitve enviroment then its a damn good start It does not take smarts to activate two hardeners, burn one down, turn, burn the other guy down. A good tank squad that manages to get control at the beginning of the match rarely loses control. In fact, I have yet to see one lose more than 2-3 HAVs. 11 vs 11 is fair, yes. My point is to make the infantry odds even you end up with impossible odds on the tank front, or vice versa. My point was that you don't end up with the 11 vs 11, you end up with the 6 vs 11 because each guy cannot reliably restrain one HAV each. Usually two can't. I can have three on my ass and be perfectly fine. Also, while the AV guys can only target HAVs, the HAV can target both them and the infantry. A good HAV squad can have a counter for everything and can deploy endless more HAVs if they want to. Infantry are not a problem, you can blap railguns at the beginning of of the match, cycled hardeners defeat 99% of AV, especially if you have more than one HAV, other HAVs, including railgun HAVs deploy slowly enough for you to swarm them and pop them as they come down. The guy protostomping in a suit might have a 4.0 K/D. The guy protostomping in a tank can get a 20.0 K/D, average. I've seen tankers with weekly average K/Ds of 30.0 when they used to have 10.0s. There's satisfaction in popping protos, because it's not an impossible task and it costs them something. When there's 5 guys in proto turret and mod fitted tanks with assorted amped railguns, blasters and missiles, you'll be lucky to pop one of them. Even if you kill a whole bunch of them as AV, how many clones did you have to lose to kill one guy? Basically, if there was no quota, which would win? 16 tanks or 16 suits? Even when I get popped, I usually took out at least 10-15 infantry before that point. Even if they control the points, they get cloned.
A tanker that admits tanks are imbalanced and what more, has the ability to illustrate the problem clearly. You are absolutely correct, current state of affairs affords victory to he who spams the most tanks because the ratio of power is not 1:1.
This fact alone grossly imbalances matches in addition to simpu out matching every other role.
Good sir, +1 |