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Jake Diesel
BIG BAD W0LVES
74
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Posted - 2014.01.29 15:58:00 -
[1] - Quote
They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem.
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And I thought I was the only one who noticed this. In a game of 16 vs 16, it blew me away when I found out that each team can call in 7 tanks in a match. That's more than half of a team! In my opinion, the max tanks that should be allowed per team at one time is 3-4.
Too much has been focused on "solo" tanking that there's no need for infantry to support them on an assault. And no one uses the small turrets anymore. Pretty much non-existent.
I back in 1.6, a well fitted tank could roll into a hotzone and take 7 Ishukone forge gun hits and roll away with 30% armor before reps kicked in. It took two forgers to take these types of tanks out because they were that strong. And it didn't need fast speed to survive.
Tanks need to be slow, powerful, and expensive. But not $2,000,000 expensive! If they brought back the tanks of 1.6, made them around $700,000 to $1,000,000 per tank, maybe slightly cheaper, lower the amount of tanks available to call in, we'd be closer to where it should be.
Tanks would rely on infantry for support!
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Jake Diesel
BIG BAD W0LVES
74
|
Posted - 2014.01.29 17:39:00 -
[2] - Quote
And I thought I was the only one who noticed this. In a game of 16 vs 16, it blew me away when I found out that each team can call in 7 tanks in a match. That's more than half of a team! In my opinion, the max tanks that should be allowed per team at one time is 3-4.
Too much has been focused on "solo" tanking that there's no need for infantry to support them on an assault. And no one uses the small turrets anymore. Pretty much non-existent.
I back in 1.6, a well fitted tank could roll into a hotzone and take 7 Ishukone forge gun hits and roll away with 30% armor before reps kicked in. It took two forgers to take these types of tanks out because they were that strong. And it didn't need fast speed to survive.
Tanks need to be slow, powerful, and expensive. But not $2,000,000 expensive! If they brought back the tanks of 1.6, made them around $700,000 to $1,000,000 per tank, maybe slightly cheaper, lower the amount of tanks available to call in, we'd be closer to where it should be.
Tanks would rely on infantry for support!
[/quote]
I havent seen a skirmish game where 7 tanks on the field won the game yet. We all know they arent there for winning though. We were actually discussing the concept of vehicle type limitations per match. 2-3 tanks, 2-3 dropships, 4 max LAV's. Couple this with a slight boost back to Handheld AV and Advanced level and up AV Weapons and it should be fairly balanced. Throw in a Remote Explosive with a little more ooomphh that auto detonate around Vehicles (Read AV Mine) and it should be pretty well balanced.
The modules should also scale accordingly in attributes, not just cooldown and duration timers. It is kind of silly that a militia booster and Complex Booster have the same stats save how long it runs and how long it takes for cooldown. Scale the Damage/Boost/Amplification just like you do with suits. I can fit a militia Railgun and run around taking out Mads & Gunni's with the same ease as my full complex/proto rail half the time. That just isnt right.
RoF, Range and Base damage stats really aren't a concern to me. Good route planning and use of cover negate those every time.
I think the folly of most tankers is thinking they CAN just run up in the middle of a scrum or find a spot in the redline and SIT there. I appreciate you guys, makes it easy for me and the other guys. :)
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I like this. |
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