Tupni
Capital Acquisitions LLC Renegade Alliance
68
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Posted - 2014.02.20 20:54:00 -
[1] - Quote
My issue with tanks is this,
Right now the HAV is the strongest, most difficult thing to kill in the game. It takes a bare minimum of TWO AV players to take out a tank with anything approaching even footing, closer to three for a 50/50 shot. There is no effective light weapon class AV weapon that can and SHOULD double for anti-suit use (meaning while a HAV is great for AV and AP, an AV suit is at a considerable disadvantage all around). Destroying a HAV capable of killing 30 players without dying, taking minutes of effort and hundreds of thousands in ISK along the way while it scans and generally backs up their team ONLY GIVES A MEASLY 100-150 WP. After that, the pilot can simply jump out and take the beleaguered AV down. Combine this with a ridiculously low ISK investment cost for a lethal HAV compared to very similar cost for an effective (the term "effective" here used loosely) AV suit and it breaks from logical sense in several ways. Then there also seems to be a comparatively high limit on how many tanks can be actively deployed and then they can all make a hasty retreat, just up an magically teleport out of the game, and return with full health.
So what I want to see is this, PILOT SUIT REQUISITES FOR PILOTING - weak suit, specialized equipment, one S class weapon, HAVs and dropships only. You need a dropsuit to use the equipment/weapons of DUST, why wouldn't even larger more complex equipment/weapons require the use of a more specialized suit/isn't a heavy fitting into the pilot seat BS? RETREATING EQUIPMENT NOTIFICATION/DELAYS - It shouldn't take less than 7 seconds for a tank to just vanish from combat, it needs to be apparent, take more time, and be more vulnerable. TRIPLE WP REWARDS/300+ WP FOR HAV DESTRUCTION, 100+ WP FOR ASSIST - One HAV is worth more than two militia suits and takes A LOT more effort/ISK, I would honestly say that it should be worth even more but fear that would make things too difficult on tankers. 10 TIMES THE PHYSICAL RESOURCES SHOULD COST 10 TIMES THE ISK - Maybe not that much, but the current cost of vehicles/some modules is not realistic/fairly scaled. EFFECTIVE AV (LIGHT CLASS) WEAPONS THAT ARE SUIT EFFECTIVE/HAVE MORE AMMO - Damage is damage and trapping most AV players into using weapons that will almost certainly get them killed if anyone with so much as a militia assault rifle is in the area before they can get anything done is an unfair and unrealistic impediment. And yes I'm talking mostly about the Swarm Launcher. It NEEDS to be able to damage suits, with an ineffective lock on timer, avoidable rounds, and maybe even a modest nerf to damage sure, but as is carrying one of those things is a death mark. Also, expanding range a bit so that the thing it's designed to destroy can't out-shoot it with impunity would be nice! Also of note, AV grenades should also do nerfed/any damage at all to players.
Tanks as they are now are in combat are fine-ish, they're formidable, strong, and take effort to destroy; a bit too much effort, at too little cost for the tankers, at the expense of AV players, for too little reward. I don't want paper tanks again, where they were easily dispatched and were only useful as a surprise element, but other factors need to adjust to reflect the tanker's newfound position in the Dust hierarchy. |