137H4RGIC
SVER True Blood General Tso's Alliance
139
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Posted - 2014.04.04 01:44:00 -
[1] - Quote
Tanks are not OP. I think they're fine the way the are and I agree that one should grab a combat force together to take out a tank. But for a force to take out a tank that requires minimal skills? I was able to put together a tank with under 5 million skill points on an alt, throw a bunch of reps (even a hardener in a variant) and tank all of the infantry. If things got too rough, I had plenty of time to fall back and retreat. I could respect this for something like an Enforcer tank or some other t2 role. But for a non specialized tank to be able to deal out that much damage to a team?
A friend and I both went forge once to see if we could take out some proto fit tanks. (Hell, even basic ones). The Lower-fit tanks we had to REALLY work hard together to take it out... in our proto gear. And since we were working so hard to take it out, that left us vulnerable to infantry, which was - in part due to failure of our allies covering us. But even if our allies were, we're still prime target and in a ranged fight of rail rifles, we're still target number one, and melted the easiest. It's come to the point where people just don't run AV anymore - and this is a problem.
As I've said before, I totally support the challenge of a good tank, but to the point where people just start collectively seeing the tank as something to evade instead of working together to take it out, is a problem. The reason being is no one wants to group together to expose themselves to a tank and enemy infantry, have the squad start taking it out, where it can just harden up, or run away or both. Using this simple strategy is quite effective.
Little Risk, Huge Gain.
For the amount of damage that these tanks are dealing out with the minimal amount of risk, they should cost way more.
What's that? Use REs? Well, that's great, except for tanks that use scanners and/or keep moving at all times to avoid such travesty. Even so, First, you'll need to get close to the tank to drop them. To do that, you'll need a fast suit - provided you aren't shot by the enemy or the tank itself. And if you're that fast, you're squishy as ****. Oh, use cloaks? Then that requires a specialized class and only one type of class to take out these beautiful behemoths. rendering the forge guns as a distraction, and swarm missiles as mere fruit flies.
I've driven tanks on an alt. And just about the only thing that got me, was RE's. Before I learned to adapt. Then it was just tanks. Which usually now, for 5 millions sp, a pair of tanks can buddy up together as a rail/blaster combo, work together and take out any solo tank or any infantry opposition by working together.
So, it should take teamwork to take out one tank? Sure! But what about two tanks? Or three? Or four? You need an act of god to overcome the amount of hitpoints, mobility, and firepower that they put out. Tanks aren't OP, the Madrugar and the Gunnlogi are.
A few suggestions would be to either, Enable us to damage critical Systems (I.e. tank treads, turret rotation, power generator. Increase the SP cost for all tank skills (not my idea of a good fix, more of a bandaid) Place the cost back into what it was before. Lower the resistances and/or EHP of tanks Slow tanks down Have specialized Damage Mods for AV Weaponry Limit one tank per side.
Again, I'm not asking for all of these fixes to be implemented just one that could make the job of everyone much easier. Having played tanks, and played against this. I consider this to be an unbiased, and well credited opinion for the consideration of CCP. |
Harpyja
Molon Labe. General Tso's Alliance
1484
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Posted - 2014.04.04 02:30:00 -
[2] - Quote
I'm confused.... Militia tanks are not OP, but the standard ones are?
I think the Maddy and Gunny along with proto mods and turrets are fine. Everything else beneath that needs scaling down to reflect SP cost.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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