Jake Diesel
BIG BAD W0LVES Canis Eliminatus Operatives
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Posted - 2014.03.24 09:16:00 -
[1] - Quote
Quote:
The problem is not HAV users it's the wave of players using militia tanks to gank WP's , isk's and the fact that they know that players " DO NOT SWITCH FITS TO COUNTER TANKS " most of the time ... so they go unchecked and the QQ's rain down in the forums . That coupled with the fact that you have players who just hate to see others " out perform " them , even more so the fact that they believe that CCP has a " bullseye " on nerfing their role and you get the hate spam that is " en mass " in the forums .
Something can be done but blurting out ignorant , role and skill point killing proposals just waste time . The best way to solve a problem is to act seriously about it and " come to the table " with some substantial fixes in mind and not just some , " You killed me now I'm going to kill your role " attitude because that's what the forum has been flooded with so far .
If serious discussions are undertaken then I'm sure that will bring about serious results .
True Adamance, as far as I remember, is a tanker and always suggest some kind of rebalance with vehicles.
Tanks are Overpowered, not because they instakill infantry from miles away, but because they hardly get destroyed by proto AV infantry. I had a quick chat with someone in Local stating he "always" destroy a lot of tanks with a PRO assault Forge Gun. From my personal experience with both a full dedicated AV (9 mln SP, Takami Masubi) alt and a full dedicated tank alt (12 mln SP, Sextus Iulius Cocles), I can say with no doubt that any kind of forge gun is easily oneshottable with a railgun (even easier considering only heavies can carry a Forge Gun).
I must say, CCP did a great job in vehicle vs vehicle engagements , but looks like they forgot about infantry, which is the spine of every FPS. It's not by chance if any other fps has a much lower vehicle/infantry rate: think about MAG or Battlefield. MAG had a "domination" APC hard cap of 2 per platoon (32 players) or, if you like, 8 APC on a total of 128 players.
Dust has a vehicle/infatry rate of 6/16.
So simple math: tanks have a great resistance over infantry (a) and they are spammable (b). a + b = broken game.
But it's not over yet: the tank resistance and engage time is proportional to its tier. The more complex modules you put on it, the more resistance you'll gain.
It happened to me only once, but that was enough: people use to complain about MLT tanks spam, but when the enemies spam well-fitted STD tanks, the problem is not only big, it is gigantic. Considering it takes at least 3 Good AVs to destroy a decent tank, imagine what would happen if you had to face 5 well fitted tanks: - You could say, call in a rail tank. Nope, there's another rail tank sniping your tank from their redline. - Switch the entire team to AV. Not always possible, furthermore, you'll still lose the match. - Jihad Jeeps, still does not guarantee you hit your target considering there are 5 tanks on the opposing team.[/quote]
What you've stated is pretty much the hard facts. I can drop the militia tanks with three shots from my proto assault forge but I've got to use at least an advanced dropsuit with two complex damage mods to do it. But even this cannot drop a standard well fitted tank.
I'm not complaining about not being able to solo standard well fitted HAV's. I'm complaining that these HAV's capabilities are letting them solo entire squads without fear and without any support from friendly infantry.
I've always believed that it should take two proto Forgers to take out one good HAV. But why the hell does it take a full proto forge to drop a militia tank is beyond me.
Tanks need to be slower and their hardeners decreased. This would help eliminate that solo mentality that many HAV's are soo used to and forces them to carefully approach a hotzone and rely on infantry support. |