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Sequal Rise
Les Desanusseurs
10
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Posted - 2014.03.18 20:26:00 -
[1] - Quote
Hi everybody!
I've been playing DUST 514 for 1 year now so I think I know what I'm talking about.
Tanks used to be a bit squishy I have to say but since Uprising 1.7, they are absolutely dominating every battle. Here is a couple of ideas that I think would make the game a way better:
- There should be a limit on how much tank there can be in a battle at the same moment. Let me explain that.. There are too many games that are getting completely screwed up because a team suddently drops 5 tanks at the same time. So what I think could be a solution to this spam is to reduce the number of tank in the battle to 1 or 2 tanks per team. If there are 2 tanks in a team, it would be impossible for any guy to call a 3rd one until one of the 2 gets destroyed. I know some people will think this is unfair for tankers but don't tell me that a tank as a same impact on the battlefield than an assault merc.
- Improve the power of the SWARM and the AV grenades so the infantry could fight against tank.
- Nerf the PG/CPU amount of Militia tanks so there will be a difference between a MLT and a STD tank.
These are 3 simple but I think efficient ideas to balance the game. Ho, and a MLT tank cost only 80k so dont tell me "But man, these are tanks! It's normal that they dominate the battlefield!" NOPE, it's not.
(Sorry for my bad english, I'm french so I tried my best to be as clear as I could) |
Sequal Rise
Les Desanusseurs
10
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Posted - 2014.03.18 20:36:00 -
[2] - Quote
I hope so too. Are you sure it's 5-6 vehicles? I'm pretty sure I've already seen way more vehicles on each sides.. I don't believe this is so hard to separate every vehicles. With some lines of code you can easily change that kind of things, it's not so different than stats in the end ^^ |
Sequal Rise
Les Desanusseurs
10
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Posted - 2014.03.18 20:51:00 -
[3] - Quote
True Adamance wrote:
Lower resistances.
Shorter durations, with the same cycles.
Increased hardener fitting requirements.
As I edited I dont know precisely about every durations and % of each modules.
Lower resistances for tanks or upper damages for AVs aren't the same thing in the end?
Increasing the fitting requirements or reducing the amount of PG/CPU isn't also the same thing? |
Sequal Rise
Les Desanusseurs
11
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Posted - 2014.03.20 11:11:00 -
[4] - Quote
True Adamance wrote: Not so really....you have to consider MLT as STD and STD as ADV...... otherwise where the hell are my proto HAV?
There are no more proto and ADV HAV since a long time now^^ When they released Uprising 1.0 they took out the protos HAV because they were far too OP (not sure if they were as good as they are now but...) and since 1.6 they took out the Vayum and the Flachion (ADV tanks)! So MLT are MLT and STD are STD.. That's a point that really scares me, these overpowered tanks are only STD and MLT...
KalOfTheRathi wrote: Nah, tanks are fine.
The maps could use some balance but then any map in any game could have the same said about it.
Cheap tanks mean more Mercs will try them earlier. Tanks suck SP and ISK. Big time when one is first learning. Those with AUR can buy decent enough tank fits (unlike before when a tank pack was mostly junk) to see if they want all that SP to go down the tank rabbit hole. And AUR will enable many to try out ADV and PRO turrets then it will boost the gains of SP that will be necessary.
Remember that LP is an effective counter to AUR functionality. Granted it is a definite grind but that is always the trade off between spending RW$ (Real World Cash) and mere effort in a F2P game.
While I dearly loved the older tanks and the new ones are boring to those that grew up on the others more tankers mean more are putting the effort and, hopefully, AUR into Dust.
If you have a full Team of tankers you will lose any encounter. You have to have troops on the ground until CCP/Shanghai decides to allow a Tank to have a module that will hack an objective from 50m. Through buildings and whatever else. That is a stupid idea and while they might match that level it is the only way to get full tank squad to win any match. My tanker alt never gets out to the tank. Death is nearly immediate and I would rather lose a 250KK tank to being stupid than gifting it to a Red.
I agree with you in some points, being a true tanker requires lots of SP (and also ISK), but it's the same for every other role in the game. I currently have 16M SP because I took a break for months and my assault class is not over yet! Problem with tank right now is that you dont need to put any SP in them to rock and to be invincible. So imagine for someone who only granted 2 or 3M sp!
You're also right when you say that a full team of tanker wont win the game if there ain't no infantry on the ground to capture everything. But why would they even care about winning? They do lots of kill, never die, ruin your game. And when the game is over, ok they lost. BUT they won everything! Their K/D ratio is intact, they didn't loose ISK, did a "good game". And what about us that are fighting on the ground? We had a horrible time being farmed by newbies, we lost lots of suits and the payback is nothing! So who's tjhe real looser here? |
Sequal Rise
Les Desanusseurs
11
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Posted - 2014.03.20 12:03:00 -
[5] - Quote
All I said was about the mentality of 90% of tankers in dust who know that they use unbalanced stuff that shouldn't exist. A good game is a balanced game for every role, and it's not the case yet.
As you said, the only way to counter a tank is to call tanks, call dropships, running AVs and use proxy mines. But it's unusual to play with a full squad of AV infantry and/or good pilotes (to fight against tank of course). To kill 1 or 2 tanks these techniques will work I agree.
But my major problem is not about 1 or 2 tanks, as I already said before 1 or 2 is still playable! But when there are 4 or 5 tanks at the same time everywhere on the battlefield, it's absolutelly impossible to counter any of them. Because you don't have the time to plant proxys, you dont have the time to call tanks, you dont have the time to regroup and focus them one by one (believe me I tried and it almost never worked). Orbital strikes can't kill any tanks if he activates his hardeners quickly.
I'm sure you've been in such situations more than once if you spent so much time on Dust (as I did and as I'm doing these days) so you see precisely what kind of game I am talking about ^^ |
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