Baal Roo wrote:Gelhad Thremyr wrote:If CCP severely hampers the dual hardener bitches two AV nades might be sufficient enough if 3 ppl throw them it will be approx 900 proto nades x 6, most of the tanks flee with that kind of damage without hardeners. There is definitly a problem with Tank harderners and effectiveness of forges and swarms. If the last two receives 20% buffs we might get to an even playing field.
The problem with these simple calls for buffing AV to balance AV vs Tanks is that it will again throw off the balance for Dropships, which is for the first time in quite awhile in a pretty good and fair spot.
Slowing tank's top speed down so that us AV users actually have enough time to put the damage onto them needed to drop them would be a much better solution, and would also require tankers to actually think and play more tactically. The real issue with tanks is that they are just too fast, so once their hardeners run down, they can usually just run off into the redline and out of the range of AV weapons before anyone could put lethal damage onto them.
I also think Armor/Shield Hardeners should be limited to one per vehicle so that they can't be stacked and toggled.
A 20% reduction on speed and a 1 hardener cap would completely balance tanks IMO.
I believe the following is what needs to be done in total in order to properly balance AV vs Vehicles. Again, I believe everything here needs to be done or something very similar.
1) Decrease vehicle turret damage by 10% as a whole.
2) Max resistance to damage should not exceed 70% but I would prefer 60%. So Double hardners aren't as effective as they have been. If 3 people are launching a 12k effective damage on a drop ship and all of them hit then there should be at least 3.6k damage at a minimum. Another option is to have a minimum damage taken. For example, a tank can never take less than 90 damage from each swarm missle or something to that effect applied to FG's as well in proportion to the damage per projectile.
3) There should be a speed cap on every vehicle except LAV's
4) If AV grenades are seriously going down to 2 for clip size then I believe they should get a 20% damage buff.
5) Increase swarm speed to about 1.3x. it just needs a little boost tbh.
6) Increase damage for Swarm launchers by 10% OR Increase total missles by 1 or 2.
7) Increase effective HP for Dropships by 10%.
8) Damage mods for vehicles need the same nerf that Infantry Damage Mods are getting
9) A maximum Damage per shot/projectile for all vehicles. Stacking damage mods on blasters and rail turrets is getting ridiculous.
Optional stuff:
1) Normal weapons should have a bit more effect against vehicles. I believe that they should bring back normal weapons causing shields to not recharge. At least create a penalty of .01% increase in delay for every bullet. If 3 people are firing HMG's at a tank then it should never get it's shields back IMO.
2) Remove Proximity RE alerts to tankers.
I would not change PG/CPU requirements.
As an additional note, I run Proto AV grenades. If I throw three at an LAV that is unmanned, I usually take it out after the shields are gone. So I don't quite understand how some people have so much difficulty with them.