Alena Ventrallis wrote:Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics.
1. Tank speed we can live with. But they need to reach that top speed way slower. It should take time for something so massive to reach it's top speed. Simply reducing acceleration would also aid AV in getting the killing blow on a tank before they escape, while tanks can still get to where they are needed in a timely manner. For those wishing real life comparison, an Abrams accelerates from 0-20 in 7.2 seconds. Comparatively, most cars reach 0-60 in about 5-6 seconds. Tanks should take awhile to get moving.
2. Tanks need more gravity affecting them. Specifically, a tank should be unable to drive over another tank. At best, it can slowly push it along until the tank can maneuver past. This causes concern for me, because there have been multiple occasions where friendly tanks would have impeded my progress, but it also opens up new tactics, such as using tanks as mobile roadblocks in order to block hostile armor from reaching critical points. Plus, most importantly for me, It means someone cannot simply drive over me to try and escape destruction.
Agreed acceleration could take a small hit, nothing overly drastic. And currently, a nitro mod(Speed mod) will basically put you at top speed instantly. Those would need to be addresed in some way, like maybe switching it over to increasing top speed or somthing.
Your second point, I want to agree with you, but at the same time I like the current mechanic. It's not like its overly beneficial to one or the other. If someone drives over you trying to escape you, you back up with him. Giving you time to reposition your turret.
On the other hand, you can use it to your advantage, to gain a few seconds of breathing room, but in the same time that you take a breather, the enemy is too. So both are rechargin, ect. I think it adds for some interesting tank battles and improves the TTK. Otherwise, battles would be very straight forward in CQC, and quick to boot.
But at the same time, tanks blocking objectives, creating walls, ect, sounds equally decent. Now, if we just had maps specifically designed for it(with the idea of creating tank walls), and MAVs, we would be in business.
Imagine it, the objective is walled off, with 2 entry ways, of which are big gaps but enough that a tank can effectively block fully. So the only way in is through those gates. So if tank A blocks gate 1 infantry are funneled into gate 2. Objective becomes overwhelmed, tank B magically pops in and seals off gate 2, steaming the flow of reinforcements, allowing everyone inside to clean up, and refresh.
In which case, the enemy pulls out it's own tanks, AV, ect to push the objective. It would certainly add some new dynamics to the field for tanks. For once, they can have a different role on the field, that being killing atm.