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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
676
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Posted - 2014.03.24 21:11:00 -
[1] - Quote
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. This will funnel infantry trying to get in to one gate, 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.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
676
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Posted - 2014.03.25 20:57:00 -
[2] - Quote
Glitch116 wrote:Tebu Gan wrote: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. see i very very much disagree with you on the driving over thing it only helps the rail perform in a way it really shouldnt be able to do easly by driving over a tank a rail gun can dominate because it doesnt have to worry about positioning which is the key to tank v tank fights it unfairly helps a long range weapon by letting also be good in CQC you cant have your cake and eat it too also this machnic has really hurt CQC tank battles as it take away alot of the skill in these fights the new physics suck and really need to be reworked
In all honesty, I don't think this has much to do with the rail tank being good in CQC. This tactic is VERY useful against rail tankers who want to try and CQC with them.
The biggest thing that makes rail tanks good in CQC, is the high turning speed of the gunnlogi. I can track just like a blaster by simply turning my turret and tank at the same time.
While an enemy driving over you to escape can ruin your day, do enough tanking and it's something you expect and plan for. In some instances it even works in your advantage. Like say making a tank blindly back up and over you, and into a ravine or building.
Again though, I do like the other mechanic you mentioned (no monster trucking). I'm simply trying to illustrate how the current system isn't exactly game breaking or anything like that.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
676
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Posted - 2014.03.25 21:00:00 -
[3] - Quote
Beld Errmon wrote:I miss the old ramming mechanics, I won so many tank battles with a well timed ram that completely rattled my opponents or took half a shield tanks health, I've gotten used to the current mechanics mind you, there is a certain amount of skill in using the leap frog style of ramming to gain position or stall for time, it still has the effect of rattling an opponent too.
If tank ramming becomes completely impotent and doesn't allow you to move the other tank or move past it, kiss the one card blaster tanks still have to play against the rail tanks in CQC good bye, it will just be a matter of dmg mods on hold down fire button watch tank in front go bye bye.
I don't, it was a cheap ass tactic. MAN did I hate getting squished by a maddie in my gunnlogi( armor ******* wrecked shields back then). It wasn't enough that they pretty much outclassed a gunnlogi in every aspect. No they had to have the ability to destroy a gunnlogi on collision, and not take a bit of armor damage.
Wow, thinking about tanks pre 1.7 makes me really like the current mechanic. How I hated that bullshit!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
786
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Posted - 2014.04.10 21:07:00 -
[4] - Quote
Django Quik wrote:Whether it's realistic or not is irrelevant. It makes for a rubbish game.
Big ol' tanks flying through the air? That looks plain ridiculous and feels just wrong. These things are supposed to be damn heavy. Even at top speeds something like that shouldn't be doing jumps off of sand dunes - granted, it's not as bad as it used to be but it still happens.
Increase the gravity effect on tanks but give them more torque - they should still be able to get up inclines and even drive over each other but it should happen really slowly and look like it takes A LOT of effort. This would in turn reduce their acceleration to a point where they would move at a sensible pace from stationary.
It's hard to say if the speed is really that awful atm. I think simply that the acceleration, time it takes to reach max speed from 0, is too high.
It's true that tanks can pop very quickly, and leave just as fast. This puts AV at a huge disadvantage when they do use a concerted effort to bring it down. Not only that, it just needs to rest for a few seconds, and then pop back in.
The old tanks were much slower than these, namely the acceleration was very slow. This forced the tanker to make a decision early on when engaging groups of AV. It wasn't, oh my shields are almost gone, better back up. It was, my shields are halfway gone, better starting backing up. Cause this is going to take a while.
Acceleration I think is the best place to start. And tanks SHOULD climb inclines rather easily. I've come against very long steep inclines, that while no problem for infantry, impossible for a tank. It's a tank, tanks climb ****. Though, you can climb pretty much any angle with a tank. The trick is climbing at what I think is a 45 degree angle up the incline. Perhaps somewhere around 30 degrees actually. SOMEWHERE in there.
Given enough space to drive up that is mostly smooth and free of huge bumps, you can get into some interesting places that most find impossible. Like the domination map with the raised building with the 2 CRU's on either side, the objective below, blocked below by a truck. Most people with a nitro drive around in the redline onto the bridge to get up there. Me, I've got a rocky spot near one of the CRU spawns up there.
Tanks - Balancing Turrets
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