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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1428
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Posted - 2013.12.24 08:59:00 -
[1] - Quote
Alright, I've been watching the debate going on, and bluntly it's not a debate.
It's pretty much "No, YOU!" back and forth endlessly.
The tank drivers have a few points, but bluntly not many. Mostly their arguments are predicated on "Haha the shoe is now on the other foot, suck it!"
Now a bit of background on my opinions here: I am a dedicated AV gunner who swapped from logi to dedicated heavy at the beginning of chromosome. I also have a (much reviled) tank driver alt whom I play when I want to tweak everyones' noses and **** people off. I have seen both sides of the tanker equation and bluntly I feel that the relation between HAVs and Forge guns was balanced in chromosome.
I say forge guns because I know them best and have used them pretty much forever. Swarms have ranged between utterly laughable and godstrike between then and now, often to the detriment of the game. Past that, I must discuss what I see as the role of each class of AV and the failure of balance between AV and HAVs currently.
First off, I must address the assertion that tanks should require teamwork to destroy regardless of investment and that they should never be solo-able. This creates a direct imbalance in the combined-arms premise of the game where the tanks support the infantry. One player can then nullify three or even four enemy players as this "teamwork" requirement to destroy the offending vehicles is overshadowing the rest of the game. it removes three or four players from capturing objectives, or killing enemy infantry.
the only ways HAVs requiring teams to kill becomes balanced is if they require teams to operate, OR if the deployment of an HAV increases the team cap and immediately prompts the matchmaker to deploy three AV gunners per tank to keep things on an even keel. I'm sure anyone can poke holes in these ideas. No tanker wants their hardware even partly under the control of some idiot blueberry given that idiot blueberry does not shoulder any of the cost. deploying three more AV gunners is problematic from a programming/balance standpoint for a number of reasons.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1428
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Posted - 2013.12.24 08:59:00 -
[2] - Quote
reserved
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1428
|
Posted - 2013.12.24 09:20:00 -
[3] - Quote
My basis for this whole thing is the chromosome AV (read: Forge Gun) vs HAV balance. This was my assessment of solo tankhunting:
You could kill a militia tank (Sica/Soma) with militia/standard weapons, but it was hard. Killing them with advanced was easy and with proto, trivial.
You could kill a standard tank (Gunnlogi/Madrugar) with advanced AV but it was hard. Killing them with proto was... not trivial but not exactly the hardest task if you were fairly creative (and a stubborn A**hole)
You could kill a marauder (Sagaris/Surya) with prototype Forge guns. it was damn hard. But never was losing six or more proto suits (on a good day) more worth seeing that +150 +50 +50 +50 roll across the screen.
I liked hunting marauders because it was never a sure thing for either myself or the tanker. I know I enraged more than my fair share of them to be sure, and probably sparked a lot of "AV needs to be toned down" threads. but the fact was, only a few of the dedicated heavies could solo tanks with the weapons of equivalent rating.
Has it been too easy to splash tanks in 1.0-1.6? Yeah except for the armor rep bug which made maddies more or less invulnerable it was a bit too easy. I want the tank hunting chromo days back. |
Kallas Hallytyr
Skullbreakers
191
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Posted - 2013.12.24 09:30:00 -
[4] - Quote
Keep the vehicle limit. Increase player count.
32 vs 32 battles allows for more flexible deployment of mercenaries. 4 dedicated AV mercs are a lot less noticeable when they constitute an eighth of your team, instead of a quarter. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1428
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Posted - 2013.12.24 09:32:00 -
[5] - Quote
Kallas Hallytyr wrote:Keep the vehicle limit. Increase player count.
32 vs 32 battles allows for more flexible deployment of mercenaries. 4 dedicated AV mercs are a lot less noticeable when they constitute an eighth of your team, instead of a quarter.
still doesn't change my statement. there is no balance justification for having one player able to occupy four unless it is by sheer skill alone.
Tanks are rock. there needs to be a paper to counter them. Another tank is not paper, it is rock vs. rock.
and I don't care about the vehicle limit. if there is a balance between HAVs and heavy AV that means if there's seven tanks in play I have a target rich environment. I love it when that happens even if I get my ass kicked. |
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