Drapedup Drippedout wrote:Why would an active hardner slow your tank? How would you escape AV? -1
Stop hardener stacking? If you can fit it, you should be able to run it. Stop or severely penalize dual stacking armor&shield. +.5
Hardener drawback? How about its only good for ~1 min? then has a recharge. Working as intended. -1
Slight buff to AV nades +1, to compensate for dual hardeners.....(didn't you just say no dual hardeners?) -1
AV should take teamwork. Tanks are balanced in PC, pubs, who the **** cares. Git gud. Tanks are still ez mode with 1 forge gunner, or 2 swarm launchers.
You don't have to kill the tank, you just have to render it ineffective. The more time a tank spends recharging hardeners and retreating, the less time it spends wiping troops.
AV needs to stop thinking like they possess OHK weapons, and start to realize that you simply have area denial AV. (much like what the mass driver and laser rifle do to infantry currently)
I am in favor of turning swarms into a sidearm in their current form though.
PS - I have zero SP invested into tanks, I have alts who **** around with tanks, only so I understand the mechanics behind the role. I do have a PC forge gunner and IMO tanks are very close to balanced.
To your first remark: That's what boosters are for. Either activate it to compensate for your hardner's speed reduction, or use it to get the hell outta dodge once the hardner goes down.
To your "fitting" remark: If this were the case, then why can't tanks fit multiple nitro boosters? Oh... right.. for game balance....
To your "working as intended" remark: Except that we have hardner stacking, meaning the cooldown of one mod means nothing because another is activated immediately. Not working as intended, since "waves of opportunity and vulnerability" doesn't exist.
To your "AV deterrent" remark: AV is not a deterrent role as long as AV recieves no WP or ISK for partial damage. There is currently no incentive whatsoever to specc into light AV. You loose 12 suits trying to take out 2 tanks because your anti-infantry abilities are hampered by loosing your light weapon slot to an AV weapon, and your squad can't protect you properly from the infantry because the tank is hampering them. Light AV is still AV, and as such should be only slightly less effective than heavy AV. When used in conjunction with AV grenades, it should be just as effective if not moreso.
To your "render tanks ineffective" remark: And who the **** do you think finds it fun to spend millions of SP and ISK on AV just to "render a tank ineffective"?
To your "area denial" remark: MD's and lasers are better at what they do than light AV is at what it does. Also, no. If it WERE supposed to be area denial, it would have been area denial FOR THE LAST TWO YEARS. And it hasn't been.
To your last remark: They don't need to be sidearms, they need to work.
To your whole post: Your rating system means nothing to me, save your time and drop it. I don't even know who the **** you are, so why the **** would I care how well you rate my individual changes?