Alena Ventrallis
The Neutral Zone
745
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Posted - 2014.02.21 19:53:00 -
[1] - Quote
Crimson Cerberes wrote:Before: AV is invulnerable to Tanks (rendering glitch)
Now: Tanks are invulnerable to infantry and most AV
So I guess wanting a gaming error fixed makes us all hypocrites. Funny. Swarms indeed need some work, I put a video of it in a thread saying they need help, but forges are fine, and proxies get kills still. AV nades need a possible buff, but I haven't seen them used against my tank to give an opinion. Part of this is tanks are too fast, and they need to be slowed down.
Crimson Cerberes wrote:Before: Blah Blah ISK
Now: 200k tank >>>>>>>>>>>> 200k suits Remember when AV said that tanks being more expensive when their counter was way cheaper wasn't an excuse? In any case, the ISK argument was that million ISK tanks were dying in seconds to 100k fits, and we wanted to either have more powerful tanks in line with the high cost, or reduce their price. CCP did both, which unbalanced them. My personal opinion, I want them to stay powerful, and thus want their prices brought back to around 1.6 levels, perhaps 75-80% of what their prices used to be. The base hull should be at least 200k, if not more.
Crimson Cerberes wrote: Before: 1 AV'er killing 3 tanks is OP
Now: 1 tank killing squads not OP
Remember the ISK justification above? That was why we were mad. You could easily kill 2.5 million a match with a 100k ISK suit. That was utterly broken. Now, you have a 70k tank slaughtering 200k suits. This is half right. A tank should win, but a tank should cost for that win. What makes them so broken is how cheap their power is. Tank spam would never be a thing if they cost as much as ADS do now, because scrubs would go broke. As it is, it's more economical to run tanks than proto suits. This needs addressing.
Crimson Cerberes wrote:Before: Tanks need teamwork to survive!!
Now: Tanks should be able to SOLO!! Make AV require teamwork.
A tank should absolutely take teamwork to kill. But, it should take teamwork to kill with. Large turrets should be for killing other vehicles. A tank's infantry killing capabilities should come from fitting small turrets. Large blasters are indeed broken, and part of the reason I specced into proto railguns, to hunt down scrubs using militia tanks as crutches.
Yeah, we do get to talk about being underpowered, if we ever become underpowered again. Some of us actually want a a balanced game, because there is no fun without any risk. And if tanks become underpowered, then I will call for them to be buffed, because it will be needed. As it stands now, Tanks don't need a direct nerf, but they need to change how they are implemented. I and others have put forth ideas like:
1. Limit one hardener per vehicle. Permahardened Gunnlogis are gamebreaking.
2. Slow tank top speed. This will make it easier for AV to deal damage enough to kill them, thus increasing their DPS.
3. make all hardeners have the same uptime and cooldown, and increase the resistance bonus as you go up the tiers. This, along with number 1, will emphasie the wave of opportunity concept. A tank should be nigh indestructible when hardeners are up. It should be easy to chase off, or kill if he's a crappy tanker, once that hardener turns off. I think 30 seconds uptime and 2-2.5 minutes cooldown would be close to the sweet spot.
So maybe you should think before grouping all of us under one heading, yeah?
Best PVE idea I've seen.
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