Gavr1lo Pr1nc1p
TRA1LBLAZERS
294
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Posted - 2014.01.27 20:20:00 -
[1] - Quote
no tanks are completely balanced right now. They have the name "tank" so they should be >=3 infantry because i like stomping noobs and losing 50k isk once every three matches really pisses me off. I want to be able to kill every suit in the game without using any skill, and have no one to stop me, because thats only fair.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
320
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Posted - 2014.01.28 22:50:00 -
[2] - Quote
TechMechMeds wrote:What's the problem here? 3 guys can insta pop a tank, 2 sicas can pop any tank and 1 tank can pop any tank.
All I'm seeing is solo swine vomiting bullsht seriously. I can assure you that this thread won't be taken seriously.
Rail tanks in the redline will always be a pain though granted and no, I'm not a tanker but I have a tanker alt.
If you are running solo then expect to get fked in a game that promotes teamwork, its clear half you nubs run solo because of the way you clearly put your words.
'My suits costs x amount, I have x weapon with x mods so I should do x damage to your tank'. Very clearly put from a 1v1 basis.
Be quiet solo nubs, you are ridiculous. I have stated clearly how easy it is to pop a tank, thread goes on lol.
And tankers are able to "solo" as well, with much more effectiveness and efficiency, while AV are not able to solo. This is a crucial flaw in your logic.
Kills- Archduke Ferdinand
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
325
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Posted - 2014.01.29 01:21:00 -
[3] - Quote
Logical balance states that one player should be equivalent to one player. If one player specializes in tanks, they have the disadvantage of being targetable by some of the stronger weapons in the game (i.e forge gun, swarm launcher, proximity mines etc). In exchange, they gain invulnerability to small arms fire, extreme range, and firepower stronger than anything infantry can wield. However, to make this part of the balance with tanks fair, it only stands to reason that the weaknesses should be equal to their strengths, i.e. they should have an extreme weakness. This weakness is (or in this case SHOULD BE) AV, which follows the same concept of balancing the tank. They gain extreme firepower against a certain type of unit, however, they must also be very vulnerable to infantry that is not AV. Currently, the state of tanks in terms of strengths is fine, however, in terms of a ratio between strength and unit requirements, they are much to powerful at the moment. Currently, it takes about 2-3 fully dedicated AVer's (meaning that they do not partake in the infantry ground game much if at all, and sole purpose is to destroy tanks) to destroy one tank which has the dual ability to outperform one AV unit's capacity to kill infantry as well as their ability to kill other tanks. A proposed solution which i really liked would be for tanks to require 3 people to man to full effectiveness, the driver who controls the swivel turret on the top of the tank, a gunner who controls the main turret and damage mods, and a defensive module user who has control to all other modules that require activation excluding nitrous boosts, which are controlled by the driver. The module user also controls the very front turret as well. In this way, effectively manning a tank requires as much skill and team work as it does to take one down. Currently, this would give AV and tankers a 50-50 chance at killing eachother, without tanks having to sacrifice anything other than the teamwork that is currently required by AV squads. Also, i propose in addition to this system a slight buff to tank cpu and pg at STD level in order to fit at least STD turrets on the current fits. By creating this system, balance is acheived as 3 players=3 players instead of 1 player=3 players
Kills- Archduke Ferdinand
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