Blaze Ashra
Ametat Security Amarr Empire
111
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Posted - 2014.01.12 00:04:00 -
[2] - Quote
I'll give this a shot. TL:DR . No one likes getting ROFL stomped and the only way to keep that from happening is though fair and balanced counters.
Wall of text.
When I'm fitting out my ADS, I do so with survival in mind. At it's base level it's easily wiped off the map. As it is right now I have to have use attack windows and keep track of where the blues are and do hit and run strikes. During the time I'm not dealing with infantry I'm scouting the perimeter for rail tanks or searching for swarm trails going to allied vehicles. This keeps me relatively busy throughout the match.
Now my current fit is complex hardeners, complex after burners, enhanced shield extender and complex power grid upgrade. This gives me enough tank and cool down that I can usually survive 2 hits of a breach FG or 2 shots from rails. So basically you're using one weapon and I'm using 4 modules, 3 of which are meant to survive what you bring to the table. When I have my hardeners on I've got a sizable damage reduction but the collision still knocks me around and can get me killed easily. If hardeners are off, then I can be 1 or 2 shotted easily so I make sure to GTFO. Even with my hardeners going I can be 4 shotted but I have time to react. So basically all you have to do is score 4 hits on me no matter what and I am dead.
Swarms get --80% damage reduction when I have my hardeners on top of the 33% damage nerf so they're trivialized at the moment. Though I can be burst down by 2+ proto swarm guys if they fire when my hardeners are off or if they cause me to crash into terrain.
Our hardeners make it so we have logi LAV level resistance. I don't think they're the problem because without them we fold like paper, even to the nerfed AV, regardless of how our vehicles are fitted without them. Like I said, I fit to survive and I have 4 slots dedicated to staying in the game versus your one to take me out, and even with all that I can be 4 shotted.
So basically most engagements I have a choice on whether to score kills or pull back. In regards to swarms, If I pull back neither of us are in direct danger. My hardeners and after burners are down you have the advantage. If either are not then the advantage goes to me. If my shields are less than 50% and my hardeners are off you will be able to finish me off with 2 volleys regardless of my after burners (Cant out run them from hovering or still). If I get the drop on you, I can take you out and if you track me and time your shots right you can take me out when the opportunity presents itself with 1 or 2 volleys.
Thus we have a relatively balanced dynamic at the moment. Now if they increased the regular swarms to 330 and make the assault go back to 400 meters but at current damage levels balance would be achieved for swarms vs vehicles. Close range high risk gives a high pay off, long range low risk gives lower pay offs. This way swarms can be used to tell the tankers GTFO or die or you can use an assault swarm to finish off someone trying to recall after over staying there welcome(modules duration). if they didn't bother to find cover first.
Now the reason I think swarms should be less powerful than the plasma cannon is that it is arguably the easiest weapon in the game due to auto acquiring the target, dealing massive damage, having the largest aiming reticule in the game and a very fast firing rate. The plasma cannon lacks all of that but still manages to be a ton of fun. Please note that I'm not saying nerf swarms, I'm saying if any weapon in this game deserves to be balanced against tanks it's the plasma cannon.
Also prior to tankers using nitro, swarms owned tanks in nearly every situation.That feeling where the odds are stacked against you, everyone knows where you're at and you can't do anything when you're firing swarms while a blaster tank fires at you, that's exactly how tankers felt prior to 1.7. Only real difference is isk and AV is getting off cheap per death. Tables are turned and the other side doesn't feel very nice, does it.?
So basically > 1.7 the balance was tipped to AV so much that the only option for vehicles was to run as fast as they could to survive, and even then it was only mistakes on the AV users part that mattered. Mostly it was overwhelmingly one sided. Now if we make the mistakes we die. For the most part we're not being insta gibbed and can react appropriately and if we don't do so we pay the price. This would be terrible to lose.
Now as to why tanks shouldn't be soloed by AV I don't agree with that. I think they should be punished for mistakes they make rather than being vaporized without being able to react. There also is a huge lack of deterrents for tanks. Currently they're in the same race to get kills that AVers were to kill them in prior builds. Aside from bordom(hiding in cover) you can't really say hey, leave us alone or die. That used to be the AV grenades role and proximity mines could fill it perfectly if buffed because of the warning system in place. If they ignore it then the consequences are on them and I won't care for whining about that.
What seems to be your problem is you're saying tank but disregarding the modules and playstyle of the driver. There problem is they are thinking they should be the focal point of all balance in the game. If you fire 3 - 6 volleys at an enemy tank as it's being deployed you will destroy it. The second the driver gets in you usually have more of a challenge. You're always assuming that everything is going to be best AV vs best Vehicles and think that the advantage should go to AV because you're more vulnerable to infantry but you're only more vulnerable to infantry because you main swarms. That's the main issue as far as I can see.
So as long as nothing is one sided, everything else should be about playstyle and ability. The stuff that's not up to par should be adjusted to fit. It's not about isk, power, skill points or money, It's about fun. |