Pete B
Blood Unit 13 Zero-Day
73
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Posted - 2014.01.12 18:57:00 -
[1] - Quote
But more that AV weapons are just too damn weak. Tank to tank balancing should have a mention though, that the Standards have no real upside compared to a militia as you can fit the same stuff, just more expensively, but what I want to talk about is dropsuit to tank balancing.
Ok, you see a tank and it takes you out, and you want to get your own back, how do you go about it? Remote Explosives You can use remote explosives but then you have to get REALLY close and it takes a good 10 seconds to put 3 RE's on which would probably take out 80% of its HP. This isn't a great option as getting up close enough wouldn't go unnoticed as you can always see the back of a tank in the 3rd person view (which shouldn't be the case IMHO), the time it takes to plant the RE's is more than enough time for a tank to use its boosters or hardeners (although I think remote explosives and mines should ignore hardeners), and the damage done isn't enough compared to the work you put in.
Plasma Cannon Should I really say anything. First you have to somehow fit the thing on a dropsuit and not just be a walking aluminium can on the battlefield with the amount of CPU it takes up leaving no space for armour or shields, then you have to survive with no battle rifle and only a side arm unless you can get direct hits on each other dropsuit, then you need to land a good 4 shots on a tank to take it out without it just boosting away, from on shot to another taking a good 8 seconds, more than enough time for a rail caldari to run off or a blaster gallante to turn around and ping you or shoot you.
Swarm Launcher Ok, this is the best of a bad bunch, but its not without its problems. The same issue that affects the plasma is prevalent here, you have no battle rifle, and even worse, you can't touch dropsuits with this. Apart from having too small an ammo count or being too weak, everything else seems not as terrible (not good though).
AV grenades I think AV grenades were pretty great before, 3 normal AV grenades could be enough to take out a militia tank which sounds about right, now though, not so much. TBH though, there should be a bit more variety in how to take out tanks. One or two high powered grenades, or 4 or 5 area control spamming grenades.
Forge Gun The issue on this end is on the forge gun though. Taking out a tank, just fine, a tank trying to take out a forge gun in a hiding place, not so much, although if you lose a tank to a FG, surely an onfoot attack on the fatty should be done before bringing another out.
Tank on Tank Didn't expect this did you? Well the issues that mainly reside here is that its a rock paper railgun game. Railgun takes out blaster, but not dropsuit AV's, and blasters takes out dropsuits and not railguns. Railgun on Railgun and blaster on Blaster is rather intense and fun and relies almost exclusively on preparation and skill. I have oversimplified, but in a nutshell, 9/10 times thats what it boils down to.
Now I'm gonna ask, what do YOU think should be done to buff AV's or even bring a new AV systems in to take out tanks. Make tanks expensive and you simply remove them or make them prevelent, nerf tanks and no one would really use them, the problem lies more on AV. |