CharCharOdell wrote:i have yet to see on of the true tankers running 4-man tank squads like people claim. No. I see 4-5 man militia tank squads who stomp infantry with crap fits, but when a real tanker shows up (myself), they somehow all explode in about 5 minutes.
Stop blaming 'tankers' for tank spam. It's the non-tankers running crap mlt fits that cost 80k spamming it just like the free lavs of 1.3
I assure you, bring your best tank buddy into a game with you and he'll make all the other 'tankers' wish they just ran infantry.
Killing infantry is way too easy for me, so i run tanks to kill these blasphemers who dont deserve to run my favorite toys.
Sicas and somas need a huge nerf. Fully upgrade complex/proto tanks SHOULD be as powerful as they are, but these milita toys are the reason there is so much tank spam. Nerf their speed by 18% and their pg/cpu by 30% and you'll see a huge drop in tank spam.
And no, im not biased because I am a tanker. I want to see balance. Do that and nerf the assault CR about 5% for DPS and this game will be in great shape.
Here is my average game:
I call in my tank and other blues call in 3 others. Enemy calls in 4 tanks.
2/3 blue tanks die to AV/jihad jeeps in the first 5 minutes.
I kill 4/4 enemy tanks in the first 8 minutes.
Enemy calls in 4 more tanks.
Those tanks are killed by me again.
Enemy calls in lavs...bolases explode and lavs explode before reaching the ground.
No more tanks in the field except me. Stopping tank spam in a battle is as easy as having 1 true tanker on your team to help you. Newbes pretending to be tankers and stomping infantry stand no chance against season vets, Honey Badgers, if you will, like myself and a short list of others who we all probably know by now from the forums and in game.
The problem is that a Militia Tank is just as effective in the hands of someone who has no skill points invested in vehicles as it is when operated by a skilled and experienced tanker. (I mean aside from not knowing what they are doing.)
The problem is that they removed the +5% bonuses from the Vehicle Shield and Armour skills.
The solution (or at least part of it) is to reduce the health of vehicles by 25%, and then add those bonuses back in, so that dedicated tankers are 25% stronger than people with no vehicle skills.
Then buff Swarm Launchers enough so they can deal with anyone in a tank who does not have the skills to make it good. Swarm Launchers got over nerfed. Lets start with +25m lock range, putting it at 200m, down from 400 in 1.6; and +30 damage per missal, putting it at 250 damage, down from 330 in 1.6. We can reevaluate the situation after that.