Tebu Gan
Dem Durrty Boyz Renegade Alliance
529
|
Posted - 2014.02.03 18:08:00 -
[1] - Quote
Tanks - Balancing turrets
That's a start.
I don't think it's as easy as saying, oh we need webs to slow them down or let's reduce speed so we can better kill them. So you want tanks to move as slow as infantry? Because currently they don't move that incredibly fast. They used to move like bricks btw.
Why is it SOOO important that you KILL a tank? Duh because tank spam hello. Well fellas, doesn't that sound like a separate issue.
Did you know, a MLT tank fit will only run you about 60K. Do you think that maybe the blaster is too efficient at killing infantry, while being nearly impossible to take down. And what does it matter when a tank costs 60K a pop. Get 10 kills with it, and it's already done the job of 10 suits.
Does it really seem like a good idea, to put a infantry killing large turret, on a tank. Infantry suits don't even come close to comparing with a tank. Why is it that a tank isn't some how hampered against infantry if he chooses a turret that kills infantry.
I mean come on guys, you hate ALL tanks. Do you understand what a railgun is or missiles? You are all looking at this THE WRONG WAY. Your issues with tanks are very specific, but you still choose broad changes that negatively affect the other tank types of which you DON'T have a problem with.
Another thread to check out Tanks - A real balance thread
Nuff Said
|
Tebu Gan
Dem Durrty Boyz Renegade Alliance
529
|
Posted - 2014.02.03 18:16:00 -
[2] - Quote
ResistanceGTA wrote:Balance is impossible.
If you take tanks down a peg, while buffing AV, then they go back to being pi+Ķatas. If you keep them as they are, AV is relatively ineffective.
Now, that seems pretty simple to fix, either buff AV or take tanks down a bit.
Problems occur when you look toward the future, in particular webifiers/stasis grenades and pilot suits. Balancing for things that may not come out for months or years, heck decades, means you either have to change things again when those things come out, or leave imbalance. And what do we do if pilot suits come out tomorrow, but webs take 6 months? 6 months of super vehicle modules, or nerf them into the ground, creating another giant SP sink.
Even then, modules aren't exclusively for tanks, so balancing for LAVs, DSs, and ADSs comes into play. Course, you could just mess with tanks CPU/PG or health or whatever, but then you gimp people just starting out, as if they already weren't.
Movement speed, well, I think speed tanking on vehicles needs to become a real thing, just as it needs to have a purpose on suits again. This game has a speed mechanic, but it has been sorely neglected since Uprising.
Balance IS possible.
And I don't think a broad statement like BUFF AV or NERF tanks quite cuts it.
People need to be more specific when they identify a problem. Sure I can easily say TANKS ARE OP, THEREFORE THEY NEED A NERF. But that is why we STILL don't have balance. That is no kind of solution.
And I think it's utterly foolish that they try to balance Tanks and Dropships around each other. Why are the modules not separated as they are 2 TOTALLY DIFFERENT VEHICLES. They both act on different principles.
And yes, I've said it before, movement needs to play an actual viable role. Everyone thinks, resistance resistance resistance. But that is NOT the ONLY form of damage mitigation. Being able to dodge shots plays just as important a role as direct damage mitigation.
Nuff Said
|