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Tebu Gan
Dem Durrty Boyz Renegade Alliance
608
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Posted - 2014.02.25 13:19:00 -
[1] - Quote
Real life tanks
So was reading through that, that somebody posted on another post. Rather interesting, and I think we could take a lesson from RL tanks when it comes to balancing.
"Originally they were designed to assist infantry. They still do, and quite well I might add. There are several problems with this however. Unlike infantry they cannot sneak up on you. They are often restricted to what terrain they can travel through."
(Right now, tanks easily sneak up on ya. It's nearly impossible to tell directionally where a tank is, just that you know it's in the general area around you, same with dropships.)
"Now the best way to kill a tank is to use another tank." (True of tanks now)
"Tanks can move faster than an infantryman, about five hundred meters a minute."
(And infantry want to keep up with tanks?)
"Infantry are tne nemisis of tanks and there is a love/hate relationship. Tanks hate infantry and infantry hate tanks, yet when the two are on the same side they love each other."
(How fing true is this in relation to dust! )
"Tanks destroy targets that are too tough for most infantry and infantry keep the tanks safe from other infantry." (Perhaps tanks need an actual purpose on the battlefield. Like breaking down a gate, to allow infantry easier/ more access points to an objective.)
"Attacking is what tanks are primarily designed for. Thier frontal armor is thickest and their weapons point forward of their main gun. Anything in front of a tank is going to get hurt and is unlikely to hurt the tank in return."
(Imagine that, our tanks are just like this!)
"The sides, rear, top and bottom of a tank are another story completely. Although they are usually well armored the armor is not nearly as thick as the front. That is why infantry like to attack tanks from nearly any direction but the front (plus tanks have no qualms about running over infantry if they can't shoot them up infantry know this)."
(IE we need the ability to run people over) (Infantry at one time had now qualms attacking from any angle.)
"Because large viewports would make the tank vulnerable to rockets and enemy cannon, the viewports have to be small. This means that when the crew is hiding behind the armor they can't see very well. In fact if an infantryman can get within ten meters of a Soviet built tank then the tanker cannot see him unless he sticks his head out. Also to minimize the weakpoints in the armor the main guns are limited in how high and low they can elevate. This means that if an infantryman can get within twenty feet of the tank, the tanker can't shoot him with any of the tank weapons. The tanker can still try to run over the poor guy though and tanks can move fast.
This is why tanks need infantry. Enemy infantrymen to the rear or flanks of a tank can be a major threat. If the tank has infantry to keep off pesky enemy infantry the tank becomes a true terror. Infantry can shoot at enemy infantry on or near friendly tanks without fear because tanks are bullet proof in the truest sense of the word. Enemy infantry are not."
As far as balance is concerned, changing gun depression so that it's impossible to hit any infantry within 10M isn't a bad idea. (Currently, this is true only of the gunnlogi, turret depression allows them to shoot infantry right next to their tanks.)
But that's something I've noticed with the new build, infantry used to BE the tanks. They were fearless when it came to tanks, hardly giving a second thought to the tank in front of them. Now though, the things described in these quotes are coming true. Infantry are no longer headstrong and fearless against tanks, and have had to adapt and change tactics to ones similar to dealing with RL tanks.
I think we could take a lesson though from how RL works when it comes to infantry and tank interaction.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
613
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Posted - 2014.02.25 14:05:00 -
[2] - Quote
Operative 1171 Aajli wrote:Tanks were originally designed to break through enemy trenches. They are still mainly for area of effect bombardment, infiltration as well as covering larger distances quicker while protected.
In other words, a general blunt instrument vs. precision attack of infantry.
I used to hate tanks in the Marines. I always thought, "How come they are so much better than me? They are just scrubs who don't want to fight like me and be a "man" with all my manly squishiness. I should be able to be as invulnerable as them. They shouldn't be able to just one shot obliterate all before them. I'm sad. Saddy sad sad. Sniff, sniff."
In RL infantry fears tanks. In this game infantry fears tanks. I believe CCP captured the essence of that relationship perfectly.
My thoughts exactly!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
613
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Posted - 2014.02.25 14:06:00 -
[3] - Quote
Operative 1171 Aajli wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. Lol, gun depression. When it comes to infantry, you got that right!
If I didn't say that, than I certainly meant to say that. As I myself drive the Gunnlogi rather exclusively.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
614
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Posted - 2014.02.25 14:11:00 -
[4] - Quote
Fox Gaden wrote:Takahiro Kashuken wrote:Yea but infantry doesnt like it when a tank is a tank, they like it when its a coffin on wheels It seems to me that it is you, rather than the infantry who first stepped up to derail what could otherwise be an intelligent conversation. Takahiro Kashuken wrote:Also the armor point is moot anyways, we dont have angles/armor thickness or penetration values for the AV we have let alone the hulls DUST tanks are weakest in the back around the engine block. They are also weak on the sides around the treads.
No use arguing with the wall that is Taka, he rather enjoys being too far over the top (OP) with his tank.
And yeah Taka, you do extra damage from behind a tank.
I think I would be cool with having to focus more on keeping my tank forward facing. I should take some serious damage WITH A HARDENER UP, when I'm hit in my weak point.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
614
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Posted - 2014.02.25 14:18:00 -
[5] - Quote
Zahle Undt wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. No kidding really!? Hey its tankers that continually say it should take multiple AVers to take them out which is just as silly am argument. Also ass the OP pointed out tanks should be feared but also have to fear being flanked by infantry or infantry getting close enough to sticky bomb them all Saving Private Ryan style. Right now our triple hardener stacked tanks have virtually boo weaknesses to infantry and that is the problem.
It should take multiple direct AV to take a tank down, but at the same time, it should take multiple people in a tank to take infantry out.
What I mean is the Large Turret shifts focus from being AI (currently they are AI focused while being decent with AV) to being AV. Than a tank must rely on gunners (small turrets) for AI capabilities.
And currently, infantry do sneak up with RE's and blow tanks up Saving Private Ryan style. More than once I've said WTF just happend, only to realize it was no doubt RE's and one sneaky as infantryman. (hint, wait for hardeners to drop before detonating, or I get out of my tank to shoot RE's, had that happen a time or two lol.)
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
614
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Posted - 2014.02.25 14:23:00 -
[6] - Quote
Takahiro Kashuken wrote:Tebu Gan wrote:Fox Gaden wrote:Takahiro Kashuken wrote:Yea but infantry doesnt like it when a tank is a tank, they like it when its a coffin on wheels It seems to me that it is you, rather than the infantry who first stepped up to derail what could otherwise be an intelligent conversation. Takahiro Kashuken wrote:Also the armor point is moot anyways, we dont have angles/armor thickness or penetration values for the AV we have let alone the hulls DUST tanks are weakest in the back around the engine block. They are also weak on the sides around the treads. No use arguing with the wall that is Taka, he rather enjoys being too far over the top (OP) with his tank. And yeah Taka, you do extra damage from behind a tank. I think I would be cool with having to focus more on keeping my tank forward facing. I should take some serious damage WITH A HARDENER UP, when I'm hit in my weak point. The point at the back is just that a point We dont have armor thickness values or penetration values for AV, you can t knock of the treads or damage the gun If i get a shot with my breach on the weakspot i 1 shot all the HAVs with no hardeners on, with a hardener on i easy get 50% of the tanks total HP or there abouts Now you can do this with a FG or even a lolPLC but you cant with swarms since they lock on to 1 point and 1 point early @Fox - infantry cry over it being a tank, the infantry in the article cry over it being a tank, i might aswell get the obv out of the way that infantry hates tanks as they are in DUST
Because there are certain aspects of tanking that are currently unbalanced and broken. Why won't you admit that? It's the stone cold truth man.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
616
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Posted - 2014.02.25 16:39:00 -
[7] - Quote
Pisidon Gmen wrote:what i havent seen is in real life it only takes 1 hit to kill a tank most times if you were to relate dust tanks to real life tanks which is the A1 Abrams? which is a sherman? http://en.wikipedia.org/wiki/Tankgo read up on real tanks and how they are used in a real battle However, as effective and advanced as armour plating has become, tank survivability against newer-generation tandem-warhead anti-tank missiles is a concern for military planners.[54] For example, the RPG-29 from 1980s is able to penetrate the frontal hull armour of the Challenger II[55][56] and also managed to damage a M1 Abrams.[57] so tell me why the av in dust is so far behind the tanks?
For the sake of balance, a bit of realism must be excluded.
What I point to though, is that we can take something from how tanks operate in the real world and apply it to our tanks.
Like the point that tanks are not focused on killing infantry, but rather bigger stuff. Or how gimped a tank is in an urban enviroment, or how effective infantry can be against said tank.
In the game, if you want something to be one shot, you yourself must be one shot, for the sake of balance.
In the real world, it's about stacking the odds in your favor, and creating an unbalnced enviroment that you may use .
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
616
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Posted - 2014.02.25 17:30:00 -
[8] - Quote
Dovallis Martan JenusKoll wrote:Zahle Undt wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. No kidding really!? Hey its tankers that continually say it should take multiple AVers to take them out which is just as silly am argument. Also as the OP pointed out tanks should be feared but also have to fear being flanked by infantry or infantry getting close enough to sticky bomb them all Saving Private Ryan style. Right now our triple hardener stacked tanks have virtually no weaknesses to infantry and that is the problem. When tanks can willingly reduce the number of engaged hostile AV users to only 1 at a time, then you might have a point. You don't have a point, and sound quite absurd because of the fact that tanks will always be engaged by multiple people at once. Just being in a tank already causes the attention of every player within a 100 meter radius to look in your direction. In other words, 1v1 is impossible unless the infantry being targeted is running alone for some unknown reason. Once spotted, the only way for a tank to lose the attention of a combatant is to speed away. Dropsuits on the other hand can sneak around, or simply run straight up to an enemy and engage 1v1 whenever they feel like it. Albeit a quick blurb over comms can quickly end the 1v1, but it is possible for infantry to get such a situation, and then retreat by cover and loose any pursuant. Also, I hear a lot of people rant and rave over "triple hardeners" when most fits cannot afford more than 2, only a shield tank might have three, but the limit of hardeners is 2 per health type due to slot and stat constraints. Can you detail the slot uses of these "Triple hardeners"?
Nobody uses triple hardeners. I've tried them, and typically I'm better off using the last slot for a damage mod, or nitro. Triple hardened tanks are myths.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
618
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Posted - 2014.02.25 21:52:00 -
[9] - Quote
Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet.
Yes, agreed for slower acceleration, but I want to say, keep the top speed.
Same with gun depression, a tank simply shouldn't be able to shoot infantry right beside his tank. It's a LARGE TURRET after all, not an AR, mounted to the top there. This creates a safe zone directly by the tank where an infantryman can stand and apply damage mostly carefree of the main gun. This truly makes it difficult to play against infantry.
As I drive a gunnlogi, which has gun depression as you have described. And on the side I drive a madrudger, which can aim it turret all the way down to the ground. I always get far more kills with the madruger against infantry than I do with my gunnlogi, yet my madruger is mostly just advanced mods and turret.
What a difference that gun depression makes with blasters. Without it, you can't shoot enemies within something like 10 to 15 meters from you, as your turret sits higher than infantry (and it can only go level, and no further down). You need distance when you and infantry are on level ground. That's why a madrudger is ALWAYS best for blastin infantry. They would STILL be best with railguns if it wasn't for damage mods being so CPU heavy (because of gun depression).
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
618
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Posted - 2014.02.25 22:05:00 -
[10] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver The ignorance and irony in this post is so god damn hilarious You know lets ignore the view ports in real tanks since hey future tanks probably have cameras for visibility But hey, why dont our flux grenades screw up those cameras, just makes sense doesnt it and why should we be able to drag a scrubby little tank driver out and kill him, I mean those hatches have to be locked right Oh wait, you mean to tell me that all of our suits come equipped with the gear we need to hack turrets, null cannons, and CRU's so a piddly little lock would get hacked just as easily Man, countering your arguments and attempts at sarcasm with my own is as easy as teasing a cat with a laser pointer and Im not even a very witty guy
Oh, ignore taka, I think that's the best way to go about it. I myself should have never even said anything to him. Always best to go "Yup Taka, you are right", and go back to discussing logically and rationally. He might say something every now and again, but just give it a chuckle and move on to the next one.
Yup, you are right taka, tanks make everything go boom, and that is good, so they are good. That means they are fine, just AV stupid heads don't know. They run like chickens, and I laugh and shoot them. AV, why can't you blow me up, you suck. Yea AV sucks and are stupid, I still go boom sometimes. Why they no understand, I'm so easy to kill, just wait for hardeners go down, and boom. Ded tank.
BOOM BOOM BOOM, as the swarms pound away
*Hardeners go down*
Yeah, I'm kind of sitting in the redline when they go down. To the infantry it's like.
BOOM BOOM BOOM, as the swarms pound away
*Hardeners go down*
*Tank disappears for 45 seconds*
Comes back with hardeners ready to rock and melt faces.
Naw, you are right Taka, tanks are just right huh buddy.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
618
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Posted - 2014.02.25 22:09:00 -
[11] - Quote
Godin Thekiller wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. We're in sealed pods (probably) inside the HAV. I doubt you could get inside of it and drag me out of it. And they don't need to stay as is; they are broken. Also, try fitting smalls on a HAV (with a still good tank), and then get a good crew to go with you. Doubt you'll do both.
Maybe you could open a hatch and drop something big and explosive for an instant kill eh, regardless of what's activated atm.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
630
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Posted - 2014.02.26 13:14:00 -
[12] - Quote
Rinzler XVIII wrote:
Yeah it was me who found that Tank information and posted it
But you've missed some key points
On that other thread i referred to a quote that a Tanks main turrets are primarily Anti Vehicle and very rarely if ever are they fitted with an anti infantry weapon, they sometimes have side guns that provide some form of anti infantry but the main turret is pretty much designed to take down other Tanks .. Large Blaster Turrets are what causes the major unbalance between Tanks and infantry .. to gain some anti infantry capabilities Tanks should have to fit a side gun and have a gunner
I also referred to a quote about 1 Tank alone v a group of infantry is a sitting duck as the infantry can get behind it and surround it and use things like molotov cocktails/grenades on the top of the tank to kill the people manning it or blow it's engine up, they can also attack the tracks to stop to moving .. we have none of this in dust and 1 Tank can pop hardeners on and drive into the middle of infantry and kill them with impunity
Really infantry need things like Electric Shock grenades that render a vehicles electronics (modules) unusable and stop it being able to move .. think of a sticky grenade that would require the tanker/his crew to get out of the tank to remove it before its modules would begin to work again .. infantry would have to get really close to attach it but in CQC infantry should be able to do things like this v Tanks
Personally I don't think a Tank should be used to kill infantry with its main turret as a primary role .. that is what APC/MAVs are for .. infantry carriers with light weaponry to kill enemy infantry ..
You did post this in another of my threads!
But I think I did get the point! I agree with you wholeheartedly and have been pushing for changes to the blaster turret, as it is the main source of hate.
The thing is, if a tank doesn't kill infantry, what exactly is it's purpose? Not much else for a tank to do, aside from killing other tanks. But if a tank isn't a threat to infantry, what would be the need for tanks? Why call out a tank other than nostalgic purposes. Aren't we trying to capture points or something!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
630
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Posted - 2014.02.26 13:17:00 -
[13] - Quote
Korvin Lomont wrote:Tebu Gan wrote:Pisidon Gmen wrote:what i havent seen is in real life it only takes 1 hit to kill a tank most times if you were to relate dust tanks to real life tanks which is the A1 Abrams? which is a sherman? http://en.wikipedia.org/wiki/Tankgo read up on real tanks and how they are used in a real battle However, as effective and advanced as armour plating has become, tank survivability against newer-generation tandem-warhead anti-tank missiles is a concern for military planners.[54] For example, the RPG-29 from 1980s is able to penetrate the frontal hull armour of the Challenger II[55][56] and also managed to damage a M1 Abrams.[57] so tell me why the av in dust is so far behind the tanks? For the sake of balance, a bit of realism must be excluded. What I point to though, is that we can take something from how tanks operate in the real world and apply it to our tanks. Like the point that tanks are not focused on killing infantry, but rather bigger stuff. Or how gimped a tank is in an urban enviroment, or how effective infantry can be against said tank. In the game, if you want something to be one shot, you yourself must be one shot, for the sake of balance. In the real world, it's about stacking the odds in your favor, and creating an unbalnced enviroment that you may use . Sooo you are basicly saying that HAVs should be one shooted by Infantry? Becasue HAVS can oneshot all infantry . Ok seriously I am fine with strong HAVs as long as they are AV or Anti Installations tools. Nearly invincible Anti Infantry tanks are just a bad thing balancing wise...
Actually, that's exactly what I was saying. Balance is balance.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
631
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Posted - 2014.02.26 13:21:00 -
[14] - Quote
MarasdF Loron wrote:If you guys want tanks main weapons to be mainly AV, what we need for tanks is an actual purpose beyond infantry killing, you know stuff like blowing up walls to let infantry clear out fortified buildings, breaching barricades/infantry chokepoints and destroying / taking out strategic targets and having cannons with actual explosions with actual splash and able to penetrate 1mm thick steel, you know, the kind of stuff that a game I wont name lets us do. Currently these large blasters can penetrate 240mm thick armor, but when it comes to 1mm thick railings it's a no can do.
This is what tanks need. A role and purpose beyond simply killing infantry or killing tanks.
Additionally, I would say map changes are in order, as a tank should be limited in the areas it can control. Get rid of gun depression for the madrudger, and put them on some hilly terrain. They WILL struggle to hit anything around them like my gunnlogi.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
631
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Posted - 2014.02.26 13:28:00 -
[15] - Quote
Poonmunch wrote:I think tanks are pretty balanced except for one or two things.
Tanks in this game do not seem to be subject to inertia. They can go from a full stop to full speed instantly. A real tank can go faster than infantry but it needs maybe 10 seconds (or more) to get to full speed. The same argument holds for slowing down.
Tanks should have limited weapon depression.
Tanks are far too cheap.
The real key though is the current state of AV. It should be feared more than it currently is.
Real life AV can hit a tank up to a kilometre away. Swarm Launchers have a maximum lock range of something like 400m. This forces an infantry guy to get suicidally close to a tank to get a good shot. Swarm Launcher range should be bumped up a bit.
Real life AV can kill a tank in one or two shots. Swarm Launchers scratch the paint of tanks and light up the user, so tanks/snipers can kill the user. Swarm Launcher damage needs to be increased.
Munch
Agreed with all but the last one.
We had some pretty OP AV pre 1.7, but tanks also cost 1.2 mil (proto fit) a pop. Perhaps now it wouldn't be so bad, but I don't know if I want to go back to swarms 2 shooting tanks. That to me, seems very unbalanced, favoring the AV over the tank. And what kind of tank is it? Is it a threat or are you just wanting to blow up tanks because you think they need to blow up?
RL AV may kill a tank NP, but that seems to create an imbalance when a single person can go around blowing up tanks. That one person could easily control the map, freeing up the other 15 people on the team to do whatever they want. Then, tanks are no longer feared and go back to being a joke.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
631
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Posted - 2014.02.26 13:31:00 -
[16] - Quote
Spkr4theDead wrote:Tebu Gan wrote:Dovallis Martan JenusKoll wrote:Zahle Undt wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. No kidding really!? Hey its tankers that continually say it should take multiple AVers to take them out which is just as silly am argument. Also as the OP pointed out tanks should be feared but also have to fear being flanked by infantry or infantry getting close enough to sticky bomb them all Saving Private Ryan style. Right now our triple hardener stacked tanks have virtually no weaknesses to infantry and that is the problem. When tanks can willingly reduce the number of engaged hostile AV users to only 1 at a time, then you might have a point. You don't have a point, and sound quite absurd because of the fact that tanks will always be engaged by multiple people at once. Just being in a tank already causes the attention of every player within a 100 meter radius to look in your direction. In other words, 1v1 is impossible unless the infantry being targeted is running alone for some unknown reason. Once spotted, the only way for a tank to lose the attention of a combatant is to speed away. Dropsuits on the other hand can sneak around, or simply run straight up to an enemy and engage 1v1 whenever they feel like it. Albeit a quick blurb over comms can quickly end the 1v1, but it is possible for infantry to get such a situation, and then retreat by cover and loose any pursuant. Also, I hear a lot of people rant and rave over "triple hardeners" when most fits cannot afford more than 2, only a shield tank might have three, but the limit of hardeners is 2 per health type due to slot and stat constraints. Can you detail the slot uses of these "Triple hardeners"? Nobody uses triple hardeners. I've tried them, and typically I'm better off using the last slot for a damage mod, or nitro. Triple hardened tanks are myths. You obviously don't tank.
You obviously get blown up rather often. Tanker noobs go for the 3 hardeners.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
631
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Posted - 2014.02.26 13:34:00 -
[17] - Quote
Bethhy wrote:No tank operates in Real life with just one operator... You need a gunner to operate the turret along with someone to drive the tank. Even more IRL Quote:talking about American Tanks, there are 4 people. Loader, driver, gunner and commander. Russian tanks only have three men; gunner, commander and driver. They have an auto loader. Many American tanks in WW2 had 5, including a radio specialist MAV's should be introduced into DUST that a singular mercenary could drive with limited strength that 1-2 infantry could compete with. The HAV's should need a Driver to "Drive" the tank and gets the small front turret position... And an Actual "Gunner" that operates the main turret of the HAV.... With all the glory and strength potential tanks have now. Will it be hard to get the team work down to max out the potential of the HAV? hell yea... But Imagine being able to evade drive.. while the gunner is fighting the target behind you... The potential is amazing.. With good team work. HAV's will always be a force multiplier problem in DUST. The fact that one person can call in a mechanized unit and increase their battlefield potential by 300% can never be balanced unless it requires more then 1 Mercenary to utilize that potential.
I disagree, I think it can be achieved, but tanks need something else to do, to make an effect on the battlefield.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
631
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Posted - 2014.02.26 14:36:00 -
[18] - Quote
Scout Registry wrote:Hi CCP!
Just wanted to say thanks ... My corp is doing really good in pubs this build!
Please increase HAV quota so me and my homeboys can "roll" together more consistently. There's always some bluedot scrub who calls in a dropship or LAV. We really need to get in all six of our tanks every match.
Thank you!
- DDB
Haha! Rarely do we "Tank Stomp", and typically when provoked(As in the other side wants to play tanks)! Teamwork and coordination are a ***** I know!
-DDB
Tanks - Balancing Turrets
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