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Eskimorris
SVER True Blood General Tso's Alliance
21
|
Posted - 2014.02.18 07:30:00 -
[1] - Quote
Its so simple I can't believe its never been proposed.
Shooting your large cannon causes any active hardeners to go into immediate cool down.
tank v tank is still equal , neither tanker has the benefit of a hardener while dealing damage
tank vs infantry is still viable until AV (existing damage even) appears. A tank can still choose fight or flight at this point.
scenario 1 both tank and av are viable in this scenario
a tank is wrecking a group of infantry, an AV infantry appears to answer to this tank the tank can still easily gun down solo AV, but would fall prey to a team of coordinated AV (a real risk not like the current model)
if the tank chooses to run and use a hardener there is incentive to move to a safer location, as dithering between fight and flight would waste a hardener, AV still get to deter tanks without killing them constantly. a more balanced battlefield.
the tanker if successful at killing or detering the AV group or solo AV wielder would still be able to dominate the infantry battling on foot.
scenario 2 tank v tank is still viable and actually becomes a richer experience in this scenario
a tank meets another tank on the battlefield.
neither tank benefits from a hardener while dealing damage the playing field is still even. this would open up more imaginative load outs of tank modules. a clever tanker could activate their hardener and bait the the other tank until they must reload then turn the tide. This adds relevency to having a finite clip of ammo.
scenario 3 in this scenario passengers are an advantage again as intended
an enemy tank or team of av appear to fight your tank off
you activate your hardener and your passengers go on the assault with small turrets.
the AV crew would be in serious trouble. but you sacrifice a lot of dominance by fitting these turrets. The enemy tank not having the benefit of a hardener whilst dealing large cannon damage could still be in big trouble with the right load of small turrets.
discuss.
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stlcarlos989
SVER True Blood General Tso's Alliance
1142
|
Posted - 2014.02.18 14:21:00 -
[2] - Quote
I like it, its the same concept thats been developed for scout cloaking. Start firing your weapon cloak wears off, throw a grenade cloak wears off, use another piece of equipment cloak wears off.
Tankers won't be a fan of it for obvious reasons, but it won't effect good tankers that much. Smart tankers go to an area wreck infantry then move on before the other team has time to react with another tank flanking them or proto AV shows up.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado, Cannabis Sativa Connoisseur
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Eskimorris
SVER True Blood General Tso's Alliance
21
|
Posted - 2014.02.18 20:51:00 -
[3] - Quote
Tankers would still be lethal and full their role. It wouldn't allow for complete dominance as they have now though. This solution does not remove any defensive our offensive power. But you can't be both simultaneously |
Awry Barux
New Eden Blades Of The Azure Zero-Day
849
|
Posted - 2014.02.18 21:04:00 -
[4] - Quote
I think it's a great idea. But oh man, the tanker rage that's about to show up in this topic... Edit: this will also encourage tanker/gunner teamwork, as you can have the small guns firing with a hardener up, right? |
Eskimorris
SVER True Blood General Tso's Alliance
22
|
Posted - 2014.02.18 23:31:00 -
[5] - Quote
Correct light turrets could still be fired during a hardener. I invite tankers to post their thoughts as well. If they're is a constructive rebuttal id bee pleased to hear it as much as support.
Cheers |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7295
|
Posted - 2014.02.18 23:35:00 -
[6] - Quote
Eskimorris wrote:Its so simple I can't believe its never been proposed.
Shooting your large cannon causes any active hardeners to go into immediate cool down.
tank v tank is still equal , neither tanker has the benefit of a hardener while dealing damage
tank vs infantry is still viable until AV (existing damage even) appears. A tank can still choose fight or flight at this point.
scenario 1 both tank and av are viable in this scenario
a tank is wrecking a group of infantry, an AV infantry appears to answer to this tank the tank can still easily gun down solo AV, but would fall prey to a team of coordinated AV (a real risk not like the current model)
if the tank chooses to run and use a hardener there is incentive to move to a safer location, as dithering between fight and flight would waste a hardener, AV still get to deter tanks without killing them constantly. a more balanced battlefield.
the tanker if successful at killing or detering the AV group or solo AV wielder would still be able to dominate the infantry battling on foot.
scenario 2 tank v tank is still viable and actually becomes a richer experience in this scenario
a tank meets another tank on the battlefield.
neither tank benefits from a hardener while dealing damage the playing field is still even. this would open up more imaginative load outs of tank modules. a clever tanker could activate their hardener and bait the the other tank until they must reload then turn the tide. This adds relevency to having a finite clip of ammo.
scenario 3 in this scenario passengers are an advantage again as intended
an enemy tank or team of av appear to fight your tank off
you activate your hardener and your passengers go on the assault with small turrets.
the AV crew would be in serious trouble. but you sacrifice a lot of dominance by fitting these turrets. The enemy tank not having the benefit of a hardener whilst dealing large cannon damage could still be in big trouble with the right load of small turrets.
discuss.
No that is not fair, tanking is not supposed to be about being on even terms, if half of the modules we put into our fits are unusable while firing how do we as HAVers determine which HAV is the best fit?
This is not balanced or well thought out.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Billy Lawson
1
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Posted - 2014.02.19 00:29:00 -
[7] - Quote
True adamance, he's talking only about armor hardeners! Do you just roll armor hardeners for days! Seriously, don't your run anything else on your tank? This encourages tanks to use other things besides armor and shield hardeners. Oh btw, I run tanks too so I like this idea instead of listening to more crying about tanks. Got a better idea?
EDIT: talking only about armor hardeners and shield hardeners |
Dunce Masterson
Savage Bullet
25
|
Posted - 2014.02.19 02:11:00 -
[8] - Quote
i have a dedicated vehicle account and your idea is terrible the simple and most effective solution to balance tanks is to restrict them to only one hardener like only one speed booster is allowed to be fitted this will give them time to finish off 1 or 2 more targets and get the hell out of their so the infantry can go back to shooting each other. |
Eskimorris
SVER True Blood General Tso's Alliance
24
|
Posted - 2014.02.19 03:33:00 -
[9] - Quote
Thank you True Adamance, BIlly Lawson, and Dunce Masterson for your feedback.
@True Adamance i agree tanks and infantry should not be an even match by any means. Given tanks are a larger target it makes sense that they would be harder to destroy, they are in fact the hardest playable role in the game. I have two questions for you that will help me understand your concern / position a lot better if you would be so kind as to answer them thoroughly. Thank You :)
Considering the very large amount of eHP and that fastest shield or armor regeneration speed and health per pulse in the game.
1) Do you actually feel tanks would not be effective at their intended role with these changes?
Currently, as you are certainly aware, there are also infantry classes in this game as well. There is no best fit Infantry for all situations and most would agree this enriches our experience playing dust. Choose which of these questions seem more natural for you to answer.
2a) Do you feel tanking is enriched by having fewer choices of combat roles and fittings during a match?
2b) Do you feel it is necessary to fit your with multiple hardeners or a certain way because you may encounter opposition with the same equally powerful fit?
@Billy Lawson thank you for your support. Could you follow up to explain your typical role during gameplay, do you tank often or run AV?
@Dunce Masterson I have a belly button and sometimes theres lint in it. You have failed to articulate as to why this proposal is bad other than offer a different unrelated change. Please make a post about it or follow up with how this would negatively impact your role (i'm assuming) as a tanker. That being said i disagree with your proposal, tanks should be allowed multiple hardeners, the cost is high, but continuous armor hardeners without pause or very little pause appears to not be the intended effect of the recent changes to vehicles. We can all agree that tanking is a lot of fun in 1.7, it should stay this way. |
Dunce Masterson
Savage Bullet
25
|
Posted - 2014.02.19 04:18:00 -
[10] - Quote
"Shooting your large cannon causes any active hardeners to go into immediate cool down." so some one who has a rep tool on them has its effectiveness reduced to 0 while they are engaging other forces.
"tank v tank is still equal , neither tanker has the benefit of a hardener while dealing damage" this will make red line rails the only tanks in the game worth playing as the other tanks who are engaging enemy forces will activate their hardener and try to suppress the AV while they get out of line of sight of the red line rail while they use multiple damage mods to kill them in 1 or 2 more shots after their hardener gets immediately shut off.
that is why only one hardener per fit or force them to all be active at the same time would in my opinion would give AV in all its forms a window to take down tanks. this wont prevent them from calling in another one so that they can have fresh cool downs on their hardeners.
@Eskimorris hows tanking supposed to be fun when your cant take out the av squad or the pesky forge gunner? have you ever tried playing the game in the tankers seat in 1.7? you do that and get back to me after the AV squads and forge gunners have cost you a bit of isk. |
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Thrillhouse Van Houten
DIOS EX. General Tso's Alliance
83
|
Posted - 2014.02.19 05:01:00 -
[11] - Quote
@Dunce Masterson A logi can't self repair at all AND they can't repair other people while firing their weapon. A tanker can do both with the most eHP of anything in the game WHILE doing the most damage in the game. Hardeners and reppers make them UNKILLABLE by anything but another tank OR 4 or 5 FGers (because of FG reload times). All while being able to quickly reach 110km/hr and boot out of a sticky situation. You can't even whine that tanks are expensive because they are about 1/6th the price they used to be and twice as powerful (a major cause of tank spam).
I have never thought it was fair in the past that a single member of infantry could take out a single tank. In 1.7, though, even an expensive tank costs 300k or 350k ISK. This isn't the old days where PRO fit tanks are 2mil ISK and MLT fit tanks are 400k. My PRO Logi fit costs more than your average tank nowadays and I die MUCH easier.
I think this idea is completely fair. You want to dish out absurd amounts of damage and kill infantry in 3 hits (or 1 hit with a good missile or rail shot), then you have to leave your hardeners turned off.
Either this idea or:
Add capacitors to Dust like they have in Eve. Using blasters and rails, or using active modules costs Cap. When your cap is dry...you can't fire or use hardeners or a speed booster. Using missiles doesn't cost Cap but make fitting a blaster/rail add a large amount of Cap. Either that or make a missile specific chassis that has lower Cap.
Frankly, Eskimorris' idea is something the devs could implement without hardly a breath whereas the Capacitor idea would take a good deal of time to develop.
Before you tow the tired old "you aren't even a tanker" crap...I have an alt account with 7mil SP. I used to run blasters on armor in 1.5 and now I run shields with missiles. Tanks are hard to drive, I will admit, but dish out stupid amounts of damage, can absorb more damage than anything in the game, can become nearly invulnerable to harm with two hardeners running and are faster than everything except DSs (including LAVs at top speed?!) AND barely cost more than PRO infantry fits.
You'd like my other idea for balancing tanks even less...haha. |
Billy Lawson
1
|
Posted - 2014.02.19 05:28:00 -
[12] - Quote
@Eskimorris I really don't often tank. Only tank because they called in a tank and my team is just getting mopped by it. Usually run logi support so often times my tanks are a supporting role. I do run hardeners but I also run scanners so I can keep scanning. I'm all support and so I don't often get kills with tanks unless if another tank is creeping up on my territory or infantry is being a pain to my guys. |
Billy Lawson
1
|
Posted - 2014.02.19 05:30:00 -
[13] - Quote
Also I run small turrets so when my infantry, say Heavies, are getting mauled, they can hop into my tank, be saved, and I activate boosters to get them the hell out of the hot zone. I think really, that the MAVs will be my kind of style but until then, tanks are it. |
Tailss Prower
501ST JFW StrikerZ Unit
185
|
Posted - 2014.02.19 11:45:00 -
[14] - Quote
Eskimorris wrote:Its so simple I can't believe its never been proposed.
Shooting your large cannon causes any active hardeners to go into immediate cool down.
tank v tank is still equal , neither tanker has the benefit of a hardener while dealing damage
tank vs infantry is still viable until AV (existing damage even) appears. A tank can still choose fight or flight at this point.
scenario 1 both tank and av are viable in this scenario
a tank is wrecking a group of infantry, an AV infantry appears to answer to this tank the tank can still easily gun down solo AV, but would fall prey to a team of coordinated AV (a real risk not like the current model)
if the tank chooses to run and use a hardener there is incentive to move to a safer location, as dithering between fight and flight would waste a hardener, AV still get to deter tanks without killing them constantly. a more balanced battlefield.
the tanker if successful at killing or detering the AV group or solo AV wielder would still be able to dominate the infantry battling on foot.
scenario 2 tank v tank is still viable and actually becomes a richer experience in this scenario
a tank meets another tank on the battlefield.
neither tank benefits from a hardener while dealing damage the playing field is still even. this would open up more imaginative load outs of tank modules. a clever tanker could activate their hardener and bait the the other tank until they must reload then turn the tide. This adds relevency to having a finite clip of ammo.
scenario 3 in this scenario passengers are an advantage again as intended
an enemy tank or team of av appear to fight your tank off
you activate your hardener and your passengers go on the assault with small turrets.
the AV crew would be in serious trouble. but you sacrifice a lot of dominance by fitting these turrets. The enemy tank not having the benefit of a hardener whilst dealing large cannon damage could still be in big trouble with the right load of small turrets.
discuss.
the issue i see with this is the amount of dmg AV and tanks do now when they hit another tank without a hardner it would be a almost 100% lost to isk every battle think of it this way a gunnlogi with a particle cannon hits another gunlogi same fit but without a hardner he could basicly 3 shot the guy no problem and this is where the issue would kick in same thing with av without a hardner a proto swarms can take off 20% of my shields EASY and thats only a guess it's most likely more and also even though dmg mods are being nerfed or so I hear this extremely encourages dmg mods stacking which is one of the main issues of the tanks in 1.7 the other issue is stacking hardners if they fixed these 2 issues it actually would balance out alot because about 95% of the tanks you see now is a mlt tank or a std tank with either stacked dmg mods or stacks hardners or both in some cases
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Tailss Prower
501ST JFW StrikerZ Unit
185
|
Posted - 2014.02.19 11:49:00 -
[15] - Quote
Thrillhouse Van Houten wrote:@Dunce Masterson A logi can't self repair at all AND they can't repair other people while firing their weapon. A tanker can do both with the most eHP of anything in the game WHILE doing the most damage in the game. Hardeners and reppers make them UNKILLABLE by anything but another tank OR 4 or 5 FGers (because of FG reload times). All while being able to quickly reach 110km/hr and boot out of a sticky situation. You can't even whine that tanks are expensive because they are about 1/6th the price they used to be and twice as powerful (a major cause of tank spam).
I have never thought it was fair in the past that a single member of infantry could take out a single tank. In 1.7, though, even an expensive tank costs 300k or 350k ISK. This isn't the old days where PRO fit tanks are 2mil ISK and MLT fit tanks are 400k. My PRO Logi fit costs more than your average tank nowadays and I die MUCH easier.
I think this idea is completely fair. You want to dish out absurd amounts of damage and kill infantry in 3 hits (or 1 hit with a good missile or rail shot), then you have to leave your hardeners turned off.
Either this idea or:
Add capacitors to Dust like they have in Eve. Using blasters and rails, or using active modules costs Cap. When your cap is dry...you can't fire or use hardeners or a speed booster. Using missiles doesn't cost Cap but make fitting a blaster/rail add a large amount of Cap. Either that or make a missile specific chassis that has lower Cap.
Frankly, Eskimorris' idea is something the devs could implement without hardly a breath whereas the Capacitor idea would take a good deal of time to develop.
Before you tow the tired old "you aren't even a tanker" crap...I have an alt account with 7mil SP. I used to run blasters on armor in 1.5 and now I run shields with missiles. Tanks are hard to drive, I will admit, but dish out stupid amounts of damage, can absorb more damage than anything in the game, can become nearly invulnerable to harm with two hardeners running and are faster than everything except DSs (including LAVs at top speed?!) AND barely cost more than PRO infantry fits.
You'd like my other idea for balancing tanks even less...haha. the dmg they do now is nothing compared to the older builds the only thing I see thats gained power is the large missles but only when it is attacking an armor tank before you used to see railgun tanks 2 shotting a 7k armor hardend tank armor tank and 1 shotting just about everything else so no they are actually weaker than they used to be
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Takahiro Kashuken
Red Star. EoN.
2632
|
Posted - 2014.02.19 12:01:00 -
[16] - Quote
So basically you cant defend your vehicle
You either sit with hardeners on while not doing anything or you fire your turret which means you have no defences
What is the point then of having a tank?
Intelligence is OP
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The Black Jackal
The Southern Legion The Umbra Combine
1026
|
Posted - 2014.02.19 13:01:00 -
[17] - Quote
Tank Balance is about more than numbers.
I've said this many times.
Heavy Attack Vehicles are supposed to be hard to kill and hard hitting. What makes them too effective is the lack of map balance (search the term, it's frequently described) where HAVS are the 'dominant' power for roughly 20-30% of the map (open plains, mountain perches) have roughly equal footing for another 20-30%, and for the final % they are ineffective, or overpowered by other units.
Also the fact that the only counter Infantry (being Infantry Specific here)has to Heavy Attack Vehicles is Anti-Vehicle. In 'real-world' Main Battle Tanks are mitigated by numerous environments (they are less effective in urban environments as infantry can move around to positions where the Main Battle Tank cannot) and by effective blocking solutions such as gates, walls, barricades, and numerous other impositions.
Before we attack the numbers of AV Vs. HAVs, or HAVs, Vs. Anything. Lets ensure that they playing field we have is equalized first. Main Battle Tanks are effective in numerous roles Real Life AND in other Vehicle Infantry Combination Games, but are neutralized by much more than just the ability to destroy / drive them off with Anti-Vehicle.
Map balance also denotes much more restricted access to certain areas, meaning that things like Dropships are chosen over LAVs for transport because they can get up a cliff face to the fortification at the top faster, while both the LAV and the HAV have to work their way up.
Once you go Black, you just never go back!
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
592
|
Posted - 2014.02.19 13:08:00 -
[18] - Quote
Meh, while the idea is logically sound, I don't think it has a place with hardeners.
Tank on tank battles would be instant. 2 rail shots and you're dead (gunnlogi). You also need to consider the fact that a gunnlogi may be big on using hardeners, but a maddie worries less about their one hardener. It's all about those reps.
SO by doing this, you effectively take any advantage a gunnlogi holds against a maddie, as the maddie will ALWAYS have the upper hand.
I don't think this idea would work out, there are alternatives though.
A stacking penlty that increases CD periods or in addition to resistance, you LOSE overall damage. Lot of ways to go about it, I don't think this will solve anything though.
It's been identified that the price of milita allows for "Tank SPAM" and the Blaster turret is the main problem for infantry. These are 2 issues that once fixed, will truly stop the QQ.
Tanks - Balancing Turrets
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Text Grant
Death Firm. Canis Eliminatus Operatives
337
|
Posted - 2014.02.19 14:17:00 -
[19] - Quote
This is a very interesting base of an idea. I say yes. Start this for sicas and somas. But for maddies and gunnies lessen the penalty as they are made better. Perhaps shorten hardeners according to power used, 1000 damage shortens by 5-10 seconds |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
592
|
Posted - 2014.02.19 14:28:00 -
[20] - Quote
Text Grant wrote:This is a very interesting base of an idea. I say yes. Start this for sicas and somas. But for maddies and gunnies lessen the penalty as they are made better. Perhaps shorten hardeners according to power used, 1000 damage shortens by 5-10 seconds
That last part certainly sparks an idea.
Hardeners provide huge resistances, up to a certain damage limit. So say the hardener deactivates after 30 seconds of runtime OR after absorbing 6000 damage, just for example. AV would then have a reason to actively attack tanks with resistances active.
Tanks - Balancing Turrets
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Text Grant
Death Firm. Canis Eliminatus Operatives
337
|
Posted - 2014.02.19 14:46:00 -
[21] - Quote
Tebu Gan wrote:Text Grant wrote:This is a very interesting base of an idea. I say yes. Start this for sicas and somas. But for maddies and gunnies lessen the penalty as they are made better. Perhaps shorten hardeners according to power used, 1000 damage expended shortens by 5-10 seconds That last part certainly sparks an idea. Hardeners provide huge resistances, up to a certain damage limit. So say the hardener deactivates after 30 seconds of runtime OR after absorbing 6000 damage, just for example. AV would then have a reason to actively attack tanks with resistances active. Or 1000 damage taken decreases hardener time by 5 seconds for standard HAVs, and 10 seconds for mlt. So you have reasons to use better equipment. But I actually think damage expended makes more sense. |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
683
|
Posted - 2014.02.19 15:52:00 -
[22] - Quote
id really rather have hardeners either drastically slow the tank down. or immobilize it. this is what id like to see for the hardener modules.
id also like to see an end to the hardener cycling. my idea on how to end it would be something like this.
player has 2 armor hardeners on the vehicle. he activates the first hardener and the second hardener activates at the same time. could be extended to other active modules as well in the future. but not entirely sure how well something like this would work. |
Confligration
Death Firm. Canis Eliminatus Operatives
49
|
Posted - 2014.02.19 16:36:00 -
[23] - Quote
Dunce Masterson wrote:i have a dedicated vehicle account and your idea is terrible the simple and most effective solution to balance tanks is to restrict them to only one hardener like only one speed booster is allowed to be fitted this will give them time to finish off 1 or 2 more targets and get the hell out of their so the infantry can go back to shooting each other.
As some one with 20m SP into all vehicles and mainly tanks, this is perhaps the only viable way to change tanks. I believed that only one of any specific module should be fitted to any tank. Also the removal of militia tanks or severely lowering their potency is needed aswell. Yes I know this is not real life but think of a militia tank as a T-55 or M-60, these tanks are good for what they are but they cannot stack up to a Soviet era T-80 or US M-1. To have it where a militia tank with a rail gun with 2+ù damage mods can take out anything on the field aside from a tank with double or triple hardners is not anywhere balanced.
Disconnect and self destruct
One bullet at a time
What's your rush now, everyone will have his day to die
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Eskimorris
SVER True Blood General Tso's Alliance
30
|
Posted - 2014.02.19 18:34:00 -
[24] - Quote
Text Grant wrote:This is a very interesting base of an idea. I say yes. Start this for sicas and somas. But for maddies and gunnies lessen the penalty as they are made better. Perhaps shorten hardeners according to power used, 1000 damage expended shortens by 5-10 seconds
This its a great piece of feedback i agree. Replying via smart phone will give a much deserved counter to these posts tonight though. One closing thought before tonight. My average cost of an effective tank is about 80k. Average cost of an ineffective av is 90k minimum. I still agree the tank should have the advantage 1v1 |
Dunce Masterson
Savage Bullet
26
|
Posted - 2014.02.19 20:09:00 -
[25] - Quote
Confligration wrote:Dunce Masterson wrote:i have a dedicated vehicle account and your idea is terrible the simple and most effective solution to balance tanks is to restrict them to only one hardener like only one speed booster is allowed to be fitted this will give them time to finish off 1 or 2 more targets and get the hell out of their so the infantry can go back to shooting each other. As some one with 20m SP into all vehicles and mainly tanks, this is perhaps the only viable way to change tanks. I believed that only one of any specific module should be fitted to any tank. Also the removal of militia tanks or severely lowering their potency is needed aswell. Yes I know this is not real life but think of a militia tank as a T-55 or M-60, these tanks are good for what they are but they cannot stack up to a Soviet era T-80 or US M-1. To have it where a militia tank with a rail gun with 2+ù damage mods can take out anything on the field aside from a tank with double or triple hardners is not anywhere balanced.
your right also restricting damage mods to 1 per fit would go along way to balancing militia and standard tanks has well. this would also make drop ship piloting more enjoyable has the rails will have less alpha damage. |
Psychotic Shooter
149
|
Posted - 2014.02.19 20:18:00 -
[26] - Quote
Eskimorris wrote:Its so simple I can't believe its never been proposed.
Shooting your large cannon causes any active hardeners to go into immediate cool down.
tank v tank is still equal , neither tanker has the benefit of a hardener while dealing damage
tank vs infantry is still viable until AV (existing damage even) appears. A tank can still choose fight or flight at this point.
scenario 1 both tank and av are viable in this scenario
a tank is wrecking a group of infantry, an AV infantry appears to answer to this tank the tank can still easily gun down solo AV, but would fall prey to a team of coordinated AV (a real risk not like the current model)
if the tank chooses to run and use a hardener there is incentive to move to a safer location, as dithering between fight and flight would waste a hardener, AV still get to deter tanks without killing them constantly. a more balanced battlefield.
the tanker if successful at killing or detering the AV group or solo AV wielder would still be able to dominate the infantry battling on foot.
scenario 2 tank v tank is still viable and actually becomes a richer experience in this scenario
a tank meets another tank on the battlefield.
neither tank benefits from a hardener while dealing damage the playing field is still even. this would open up more imaginative load outs of tank modules. a clever tanker could activate their hardener and bait the the other tank until they must reload then turn the tide. This adds relevency to having a finite clip of ammo.
scenario 3 in this scenario passengers are an advantage again as intended
an enemy tank or team of av appear to fight your tank off
you activate your hardener and your passengers go on the assault with small turrets.
the AV crew would be in serious trouble. but you sacrifice a lot of dominance by fitting these turrets. The enemy tank not having the benefit of a hardener whilst dealing large cannon damage could still be in big trouble with the right load of small turrets.
discuss.
F### no are you ret*rdedor something
Dust 514 Closed Beta Vet
Tanker for Hire Contact me in game
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Psychotic Shooter
149
|
Posted - 2014.02.19 20:19:00 -
[27] - Quote
.
Dust 514 Closed Beta Vet
Tanker for Hire Contact me in game
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Psychotic Shooter
149
|
Posted - 2014.02.19 20:23:00 -
[28] - Quote
your right also restricting damage mods to 1 per fit would go along way to balancing militia and standard tanks has well. this would also make drop ship piloting more enjoyable has the rails will have less alpha damage.[/quote]
No infantry don't have a restriction vehicle shouldn't
Dust 514 Closed Beta Vet
Tanker for Hire Contact me in game
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Eskimorris
SVER True Blood General Tso's Alliance
30
|
Posted - 2014.02.19 20:47:00 -
[29] - Quote
Psychotic Shooter wrote:. obvious troll is obvious
obvious troll is also obvious scrub. please articulate your concern. Are you saying tanks are fine and need no balancing? Please day something less idiotic k thx. |
The Black Jackal
The Southern Legion The Umbra Combine
1028
|
Posted - 2014.02.19 21:37:00 -
[30] - Quote
Eskimorris wrote:Psychotic Shooter wrote:. obvious troll is obvious obvious troll is also obvious scrub. please articulate your concern. Are you saying tanks are fine and need no balancing? Please day something less idiotic k thx.
I'll say it.
Tanks are fine... Maps are not.
Open Maps = Tank dominance. As it would be. If infantry have nowhere to hide from Tanks, and no where to strike at tanks where tanks cannot reach, Tanks will win unless they are weak as crap. Which, even as you said, they should have the advantage 1v1.
The advantage of infantry Vs. Tanks is their ability to get into places where tanks cannot. Have a larger Field of Fire from high places than tanks have, and are generally able to avoid incoming blasts by taking cover, or turning a corner.
At the moment, tanks can chase you wherever you can go, and if they physically can't get to you with their hull, they can generally shoot you from another vantage point.
Infantry needs to be more effective via map design first, before numbers, altered mechanics, or other ill considered changes are made to the entities themselves.
Also stating Tanks should have more vulnerable sections like Side / Top Armor / Shields and Rear Armor / Shields being weaker by gradual %. giving infantry the ability and notion to actually position themselves to take out enemy HAVs. Also included would be the lack of, or weak, underside armor / shield making proximity mines (that should not beep) more effective.
What I'm saying is that the maps always favour HAVs over Infantry. Tanks can dominate over half of every map. I'm a tanker, and I know where I can go to get angles on every spot I want to, or at the very least, prevent people from moving from one socket to ANY other socket (as effective as killing them in the socket).
Once you go Black, you just never go back!
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