Goric Rumis
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Posted - 2014.03.28 17:03:00 -
[1] - Quote
As someone who plays a (usually advanced) forge gunner from time to time, I agree completely. I think a lot of players on the forum do. There is a problem in that a more sophisticated solution has to be coded. So long as these are temporary measures and don't become permanent, I don't mind them. But in the long view, I would like to see hardeners restored to 40% and 60% with better limits as to how long and how often they can be used. Your point about repairers is also something to chew on.
The Tank Balancing Factor No One Is Discussing
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Goric Rumis
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385
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Posted - 2014.03.28 20:30:00 -
[2] - Quote
Tebu Gan wrote:As a forge gunner myself, using an ADV suit(cal) with stacked damage mods and a proto forge, usually the assault version. My typical tactic is putting a heavy rep on an LAV, and roaming around for tanks. Because, heavies are SLOWWW.
But with a well built LAV, it can take some shots from a blaster, giving you enough time to use it as cover if you don't directly get the jump on a tank. Generally, I can at the very least drive a tank back, giving our boys on the ground those precious seconds they need to turn the course of the battle.
Or I use a dropship (just using MLT ships here), roaming for tanks. In this way I can gain a superior position over said tank, and at the same time reduce my risk to infantry fire. Allowing me to apply max damage.
So many tanks have died to my heavy, which is why I've disagreed with many AV'ers complaining tanks are too strong. Yes they are too strong, but they make them seem invincible. As a lone forge gunner, I GIVE ROOM FOR MY TEAM TO BREATH, if not outright killin the tank.
In the short view, I understand that maybe they couldn't code in a stacking penalty, but a far better route would have been decreasing uptimes. With skills you can achieve 30 seconds of uptime and 45 seconds of downtime. Otherwise it's 24 and 60 respectively.
Decreasing the uptime to 15 seconds would have been very reasonable. Many just look at shield tanks and go, nope they are invincible. You are right, to light forms of AV, with hardeners up they become very tough. But the problem was that they were easily able to cycle these cooldowns, with no significant opening for AV to sieze upon. And they are able to do it for a rather extended periods of time.
So what if a tank gets away from you and hides, that means it is no longer bugging you, and if it comes back, a short duration on hardeners means it won't be able to stick around for long. Any form of AV will absolutely wreck a shield tank that isn't using hardeners.
Now though, any form of AV (minus explosives maybe) will wreck shield tanks WITH HARDENERS UP. Defeating the very purpose of them in the first place. All this change does is shift the balance in favor of maddies. Once again, very good points. This is a great substitute for my own thoughts about a permanent fix for hardeners, which is to place a punitive (40%) active time modifier on stacking hardeners. This way, instead of a hard limit to the number of hardeners you can fit, you can opt for fewer, longer waves of opportunity versus more, shorter waves (or a single short ultra-hardened wave). Which in turn allows you better specialization.
Any chance you saw my post (buried in another thread) on balancing factors?
The Tank Balancing Factor No One Is Discussing
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