I-Shayz-I
I-----I
2610
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Posted - 2014.03.21 19:34:00 -
[1] - Quote
Swarms are broken, judge proves it in this video: https://youtu.be/ls7hOEdNgXE
As for forge guns, yeah, I can take out a single tank just fine by myself if their hardeners are down. Having another forge gunner makes it rather easy to take out a single tank...
But look, if there are 4+ tanks on the field with 12 infantry, that means that if we're not supposed to be able to solo tanks then our side has to have at least 8 of our 16 players running forge guns. That's almost impossible unless you have a dedicated squad of heavies that can all use forge guns.
The most I ever see is maybe 1-3 forges (one of them being me), and most of the time there's only one of us that is actually decent with a forge gun and smart enough to wait for hardeners. ___________________________________________
The bigger issue is regenerationn of tanks. Before the tank update you could slowly chew at a tank's health (especially armor tanks) if they had already used their booster. Even if it took 10 shots, each hit was a small decrease to their health until you either killed them or they ran away to go heal.
But now armor tanks can sit there, hardened, with 200+ reps going every second, nullifying damage from swarms and out-repping forge gun hits. This is WRONG. The fact that an armor tank can rep faster than a forge can do damage is stupid.
I really want to see tanks have this "window of opportunity" where they are invincible for a short duration, and then must run away when unhardened. But as it stands right now there are ways to have hardeners cycle constantly where it's no longer a window, but instead a constant invulnerability.
I personally feel that tank vs tank is actually in a pretty good situation right now. Maybe a few issues with missiles and redline railtanking, but that's about it. It's hard to balance AV vs tanks because you can't offset the balance of tank v tank.
As a side note, why should a tank be able to solo an entire team instead of relying on infantry support and/or gunners, when an AV player MUST rely on other players to take on a solo tank? Also, why does it cost almost 70-80k per suit to take on a tank whereas that same militia tank costs the same amount? If multiple of these suits are required, shouldn't the isk value be relatively the same?
My last point: the main disadvantage of being in a tank is that you can't access the high-traffic areas of the maps like inside buildings and objectives. Further, you can't hack objectives while in a tank. On skirmish and domination this means that a tank is only useful as support to the infantry. The only other huge disadvantage a tank has is the inability to be sneaky. The problem is that passive scan range is only 10 meters, so as long as you're not in LOS (line of sight) you are completely invisible to radar except by scanners.
In ambush there are no objectives, and rarely do players fight in an area where there is no accessibility to tanks. The advantages are far greater for tanks...Larger passive scan, damage resists, insane repair, fast movement speed, 3rd person view (ability to see what's directly behind you, over walls out of LOS), guns that can shoot across the map...all for a very inexpensive cost. I never play ambush, but there seriously isn't any reason for tanks to be in that game mode
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7162 wp with a Repair Tool!
I make logistics videos!
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