MarasdF Loron
Fatal Absolution General Tso's Alliance
156
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Posted - 2014.02.13 10:34:00 -
[1] - Quote
Thor Odinson42 wrote: The last few weeks is the lowest my KDR has been in over a year. I'm not that worried about that, but it means it's gotten expensive.
I am mainly a tanker and a dropship pilot and ever since 1.7 my kdr has been half of what it used to be pre-1.7, I genuinely miss the pre-1.7 tanks, they were so much better and so much more OP. Yes, they were fragile but they were better in every other way. And most likely the reason you see tanks being spammed now is because they are way too cheap now and it requires no real skill to operate or fit them now.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
157
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Posted - 2014.02.13 12:54:00 -
[3] - Quote
Raylon Mortien wrote:Still think a tank should require more than one operator.
16 infantry v 16 infantry = 16 v 16
A Madrugar has 8 times the armor of a proto heavy and a proto blaster deals 47 times the damage of a proto HMG.
You're turning one bad player into the equivalent of 4 or more proto heavies. for this thread i'll say at least two.
if you equate how many people it would take to counter 6 tanks at once with infantry AV. For this post i will say two; a proto forge gun and AV grenades (swarms are a joke). now you have
12av + 4 infantry v 6 tanks(6 infantry) + 10 infantry = 16 v 22 (without av and tanks 4 v 10)
We all know that at best get one squad worth of AV and 90% of the time its disorganized and does not time attacks properly to catch the tank when its not in god mode (hardened). So our numbers still look bleak for the team without tanks.
Think of a tank as one dropsuit, one infantry man, that is all that is required to operate it. So it is no more than a dropsuit with tracks and a cannon. Doesn't seem to fair in that perspective, but, it is a tank, it should be strong and deadly, hell thats why they were invented in the first place.... in real life... in this game a items purpose in real life doesn't always matter (see sniper rifle). Requiring more than one operator makes a tank take from the infantry exactly what it is getting in return through vehicle support.
If a Tank required at a minimum two operators the balance would be in the numbers
6AV + 10 Infantry v 6 tanks(12 infantry) + 4 infantry + 16 v 16
the downside to spamming tanks is that you infantry support diminishes offering AV a chance to be effective. This forces a team to find balance between tanks and infantry. Similar to a team with 6 or more snipers, it becomes ineffective after too many people do it.
Responses i've gotten to this suggestion "i'm not letting some blueberry drive my tank around" "OK, Let some blueberry operate you dropsuit while you fire the gun"
My response before you post them are 1. It should take teamwork to kill your tank... it should take teamwork to operate it 2. when my dropsuit has 4000 armor and 1200 shield and my proto gun deals around 58000 DPS.... sure!!
Why cant LAV drivers fire their turrets? Assault LAV's!!!!
TL;DR However, I agree tanks should require at least 2 people to operate. Now, this is where you're going wrong: Madrugars have 4 times the armor of a proto heavy, not 8. Also blasters have roughly the same DPS as HMGs, I admit tho that on proto level the blaster takes a slight lead. Obviously basters have longer range but we could talk about the insignificant differences between a heavy and a tank all day long and it wouldn't really matter since they are both meant for two very different purposes. Heavies for tight confined spaces and tanks for large open fields seeing how tanks don't have any weapons that can rip through 1mm thick steel obstacles / structures, not to mention anything thicker than that. Can you imagine the QQ if Dust tanks could actually shoot through stuff like they can in the real world? :P
R.I.P. Pre-1.7 tanks, you will be missed.
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