Tebu Gan
Dem Durrty Boyz Renegade Alliance
499
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Posted - 2014.01.29 14:48:00 -
[1] - Quote
Fox Gaden wrote:Tanks were killing stupid AV in 1.6 as well. AV is not supposed to be balanced around stupid people.
Now I have been saying for a while that the Forge Gun seems to be well balanced, but this morning I took my Proto Forge Gun against 3 real tanks, and I could barley even scratch the things. They never stopped glowing. So now I am not so sure.
Tanks - Tank turrets Another link inside this one that leads to a much larger, comprehensive post.
Hardeners are part of the problem, but I think the biggest is how Infantry and Tanks interact. Before AV murders Tanks, now Tanks murder AV.
From one extreme to the next, but what IF infantry could focus on infantry and tanks can focus on tanks.
What if a tank choose an AI turret, but loses out on defenses. If a tank wants to play on the level with infantry, the need truly drop down to their level. Sure you are immune to small arms fire, but AV will have a better chance taking down you down, or you could go for a AV turrets, and have high defense, but nearly no AI capabilities.
And if you truly want to be an all arounder, then you need gunners to make up the area you lack in. If it's going to take multiple AV to drop a tank, it should require multiple people on the tank side to deal with said AV.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
502
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Posted - 2014.01.29 15:30:00 -
[2] - Quote
Fox Gaden wrote:Lorhak Gannarsein wrote:Fox Gaden wrote:Tanks were killing stupid AV in 1.6 as well. AV is not supposed to be balanced around stupid people.
Now I have been saying for a while that the Forge Gun seems to be well balanced, but this morning I took my Proto Forge Gun against 3 real tanks, and I could barley even scratch the things. They never stopped glowing. So now I am not so sure. My proto forge works fine Synching breach shots is also hilarious, although I feel like the Kaalakiota might work better for that purpose... Well granted I suck as a forge gunner. And the forge gunner standing next to me was not in my squad, so we may not have been firing on the same tank. There were 4 tanks in our field of view. What is with the tanks perma glowing? I donGÇÖt know enough about tanks to know when to shoot them when they never stop glowing. Is there some visual effects that indicate a less effective cooldown that I might be able to take advantage of? It seemed like their waves of effectiveness where lasting most of the match.
Basically, with skills, a hardeners has (shield that is) 30 seconds up time, and 45 seconds of down time. So with 2, you can have a full minute of uptime cycled. The thing is, the first will pretty much be cooled down when the second one nears the end. Down time for a SP invested tanker is minimal. 15 seconds is nothing to wait out.
Without skills, I think an armor hardeners lasts for 45 seconds, not sure on down time.
The skill btw, 2 of them, one is 5% per level to cooldown time, the other 5% per level to up time.
Shield hardener without skills, 24 seconds up time, one minute down time.
Nuff Said
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