Rizlax Yazzax
Molon Labe. Public Disorder.
34
|
Posted - 2013.12.28 22:32:00 -
[1] - Quote
I'm just gonna copy/paste a thread I wrote. Not exactly short:
Tanks have been up and down all through this game's development. From having near infinite eHP to being destroyed by a breeze. Circa 1.6 tanks were a viable force, provided you had a load of SP and cash invested and knew what you were doing. Granted it was a niche (most dropped like flies) and only the best could do it successfully, but it was doable nonetheless. Many complained of high ISK costs while being easily destroyed. I agreed with this to some degree because with suits you can drop costs while still being effective. Whereas for someone completely skilled into tanks it wasn't so simple, if you sacrificed fits you may as well have given the ISK to the opposition directly.
Come 1.7 tanks are accessible for all and are a much more intimidating presence on the battlefield. This has caused much joy from tankers and much hate from infantry. I personally believe a balance has been reached (bar a few tweaks) as the tankers have their survivability and power, but at the same time are easily destroyed (hear me out). CCP's "waves of opportunity" are the most effective way to keep both sides of the equation happy. Hardeners give vehicles the ability to enter hot-zones and change the tide of battle, but can easily be destroyed without them.
The issues with tanks being indestructible are being misplaced on the tanks themselves, and used as an excuse by poor AVers (sorry but it is true). A tank with hardeners down can easily be destroyed by AV (especially the militia), but it seems the majority of players refuse to use new tactics and still expect to be able to bum-rush tanks head on and win. This won't work regardless of hardener status. The real issue is hardener stacking. As has been stated several times by other people, running two or more grants near constant damage resistance, while investing enough SP effectively eliminates cooldowns. This removes waves of opportunity and breaks the intended, effective, mechanics.
Another common complaint is tank spam (more to the point MLT tank spam). Particularly in ambush which to be fair is nothing new. Ambush has always been target practice for tanks, but that's another issue for another time. If enemy tanks are over-running the map you have three options: 1. Stay away from them (not always possible on the more open maps but still a valid choice) 2. Switch to AV and fight back (remember to use tactics in this tactical game) 3. Call in your own tank ("but I shouldn't have to" etc etc. If you want to take on 2-6 tanks on foot good luck, but with no oppostion you'd be surprised how many "tankers" get absorbed killing infantry and don't see you coming. Once they are no longer safe many don't call in another).
Of course there are exceptions (particularly with number 3) but the system as it works now is near perfect for me. Sure there are matches where nothing works right and you just can't fight back, but how is that any different from games where you get redlined by stacked teams? Once more content is added the infantry/vehicle dynamic will even out more with combat being more fluid. And last but not least, people are playing with new toys just like they did with the CR/RR. Once the novelty wears off many will return to infantry roles, while a few will decide to invest and keep tanking. |