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Lille Trine
KILL ORDERS
0
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Posted - 2013.12.30 01:33:00 -
[1] - Quote
Hi there foks!
Two things on my mind:
1. I am writing here to have a more understanding of the game, and why some things are the way they are. And I would like to know (I think most people have tried a Tank) if the vision while driving one are way to "good". What I am trying to say is when driving one you have a vision behind the tank that gives you more vision than on fot, which gives the tank - guy the ability to look over certain objects etc.
While driving one, and you can easily do that solo without any squads giving you heads up or telling you where the enemy players are, without scan even, to find players that are trying to sneak by a tank. Which, in many cases you have no idea if the tank can see you or not, because there are no way telling how far on each side of the turret the tanker have their focuse. I belive in my perfect little word, a tank should only see in front, as close the tank are on the ground or from a turret aspective. Not behind it the way it is now. (I like the turret view, it makes sence)
Perhaps this is rambling, but the way things are with a tank atm they could use a extra challenge, and it would be much more fun to sneak up on one, or just past a solo tanker that does not have any squad member with them into battle that work as eyes for the tank.
2. I heard something intressting about tanks, someone though they are carrying to much ammuntition atm. What if a tank had to go to a supply depo 3-4 times in those 15 - 20 minutes it takes to play a game. If they are in a situation where you can "farm" the enemy. And it makes sence that the infantery work for the tank as the tank work for them, capture points where you can reload your tank. If they do not, you can make a tank useless, not only by "scaring" it away by throwing grenades at it, but he will also have to think about getting more ammunition when the time are right.
The speed of a tank is also a factor here, they should slow them down a bit so if you drive mindless into a group of infantery and most of them have AV grenades with them, the tank should have consuqenses for their action. A bit more tactic for the tank, not only by other tanks.
This is most mumbojumbo, but i like to throw out ideas to give myself a wider understanding for why things are the way they are and hear what kind of experience people have after their time with the game, and why they think this is good / bad for the game.
I think I have written tank a bit to much here, but i just want to hear what people think about these ideas, if it could be intressting or if it would break the tank to something useless, which we dont want. Because it is awesome even though I dont play much in one.
Lille Trine |
Ghosts Chance
Inf4m0us
655
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Posted - 2013.12.30 01:38:00 -
[2] - Quote
in b4 the same 4 statements from AV infantry repeated over and over untill the thread dies |
Monkey MAC
Lost Millennium
1347
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Posted - 2013.12.30 01:41:00 -
[3] - Quote
Point 1. Yes I agree, the vantage point can be advantageous. But how does a tanker know where he can fit if he can't see his tank. However there is a zoomed in or turret view by pressing R3 if you prefer.
Point 2) Its rather hard to balance munition reserves, CCP should monitor the amount of re supplies to vehicle, if there aee not enough, lower the reserve ammo count.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Borne Velvalor
Endless Hatred
1823
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Posted - 2013.12.30 01:50:00 -
[4] - Quote
You need third person to drive through some areas without hitting everything reliably. I always shoot in first person, and half my kills are often 70-110m away with a Blaster. I drive in first person if I'm sniping while I drive, which is rare.
Also, ammunition is a joke. You can just recall and redeploy, same for modules and health. I use ammo expansions on my Gunnlogi's anyway, so even if the ammo count was halved, I'd barely notice it. I might need to restock once a match, then.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
208
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Posted - 2013.12.30 01:54:00 -
[5] - Quote
I agree to point #2, tho i really wish there was more supply depos i could reach with my tank, usualy there is only 1 in my own red line. |
Borne Velvalor
Endless Hatred
1823
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Posted - 2013.12.30 01:56:00 -
[6] - Quote
Beck Weathers wrote:I agree to point #2, tho i really wish there was more supply depos i could reach with my tank, usualy there is only 1 in my own red line. This. Many maps have Supply Depots on elevations or surrounded by railing that are impossible to reach. Others simply have very few. Many have them destroyed quickly.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Munin-Frey
Fish Spotters Inc.
46
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Posted - 2013.12.30 01:56:00 -
[7] - Quote
I'm very much in favor of having a gunner be required for tanks... let the driver see wherever they need to to drive and give the gunner the turret view. Let the driver be able to control a small turret even.... just not the big turret...They should need to have a teammate with them to do that. My big complaint with tanks is that it is way more valuable to have people in tanks than playing infantry right now. Even tying up two people per tank isn't a good ratio but it would be a lot more even than it is now. Hell, I wouldn't even care if they made the second player be the reloader who just rides around and leave it the same as it is but make the tank not reload any guns unless you have at least one other person in there with you. |
Borne Velvalor
Endless Hatred
1823
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Posted - 2013.12.30 02:00:00 -
[8] - Quote
Munin-Frey wrote:I'm very much in favor of having a gunner be required for tanks... let the driver see wherever they need to to drive and give the gunner the turret view. Let the driver be able to control a small turret even.... just not the big turret...They should need to have a teammate with them to do that. My big complaint with tanks is that it is way more valuable to have people in tanks than playing infantry right now. Even tying up two people per tank isn't a good ratio but it would be a lot more even than it is now. Hell, I wouldn't even care if they made the second player be the reloader who just rides around and leave it the same as it is but make the tank not reload any guns unless you have at least one other person in there with you. The problem with this is that I would never be able to play solo because I would require a gunner and bluedots suck. Also, large turrets for random gunners? lolno. Why the hell would anyone spec into tanks to DRIVE one, but not be able to kill anything?
Tanks need some sort of adjustment. Making them require the whole team in the tank all pressing 16 different flashing buttons with 16 different jobs while the pilot just drives around like he's piloting a LAV will not solve anything.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Glyd Path
Nec Tributis
0
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Posted - 2013.12.30 02:15:00 -
[9] - Quote
As is typical for CCP and their partners in Shanghai the current solution is a mishmash of hacks to problems with little to no coherent solutions for the problems at hand. For a previous example see removing free lavs when the problem was murder taxis that were mostly logistics lavs coupled with a poor physics solution for allowing instant kills by bumping into infantry. This might have been related to the poor physics that would remove all the shields if a hav ran over a bump or a curve.
The current status is using the third person view is important to see what is going on around one. Otherwise getting through an industrial area or even some null cannon sockets can be daunting. Firing first person is best for many drivers, myself included.
The ammo situation is aggravated by CCP not doing the complete job yet again. They had decided that all the hav drivers were doing the entire tanking business wrong and had to change everything. So they did. Except they didn't include a method to consistently produce ammo for them. Many maps will not have a single ammo depot that a vehicle can rely on. So recall the tank and get a new one. Solves the problem even though a proper developer would have adjusted the pseudo random placing of sockets to ensure at least one supply depot was available for all vehicle types. The current solution would be like not allowing heavies or scouts to access supply depots while allowing assault and logistics full access. Bad design, decision and implementation. Normal behavior by CCP.
If the current situation is confusing it is because it doesn't make any sense. Nonsensical business practices are standard methods of operation at CCP, for confirmation google $70 monocle. |
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