Berserker007
Imperfects Negative-Feedback
516
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Posted - 2014.04.07 21:17:00 -
[1] - Quote
Void Echo wrote:
and when one play style is killed as easy as killing a scout with a heavy, then balance is non existent and thus kills off that play style and giving you nothing to use your equipment for, thus making your role useless as well because you want someone else's play style to be as easy as you want it.
Rails should be anti-vehicle as primary, and anti-personnel only with a truly skillful pilot (I am an example of that from when I used to tank with a railgun)
blaster should be anti-personal as primary, it does superb against infantry and poorly against other tanks.
missiles, I really don't care about.
question, since when is a weapon the size of a human meant to be more powerful than a weapon the size of a vehicle? how is that possible?
TO answer your Q : Javelin Missile. There your entire argument is nullified. A small shoulder fired weapon that is able to nullify tanks and air threats in a single use.
Unfortunately Void, you are hitting into the area of both Speaker & Taka for your "desire"/ideas on how tank-av interactions should occur.
As it is, it takes no skill investment (SP, don't mean personal skill) to tank and be effective in both AV and AP purposes; and if you even try to say otherwise you are lying and should leave the discussion. In the last week, I have been dicking around in tanks simply b/c I can, as have almost 200 sicas via salvage. Now I hate tanking, nor am I good at it; however when you can run up against ANY tank in the game w/ a rail you can pop it. No skill investment, no anything; simply 2-3 shots and its done (as ive done this to both sica/soma and Gung/Mady).
However, if you then look at PROTO AV, it takes more SP investment, and 'skill' (term loosely here) to take out even militia/basic tanks, and in doing so you need to be away of not only tanks, but other infantry. This is a key important fact here. If you are AV, you need to watch out for the tank and 15 other infantry. Whereas if you are the tanker (assume both sides have a tank), you need to watch out for 1 tank and 1 AV. Thusly as player specifically spec'd into a certain role has the entire enemy team to look out for; whereas the tanker w/o no SP investment (and less isk investment) only has to worry about 2 players ... ???
I will still say and firmly promote the Tiercide needs to take affect; in just the AV-Vehicle interactions. As all other weapons in the game gain bonus attributes when leveled up, whereas AV does not. All that changes in damage nothing else.
As it is, interactions should go back to how they were in Chromosone. Proto AV **** on militia/basic hull as they should (nor can u complain about disparity, as it has been reduce for tanking). When that occurs; tankers will need their ADV/Proto hulls to full aid in how AV interacts; but till that point; we will continue seeing AV being underpowered.
And before Void or any other tanker complains about you are a tank and all that garbage; yes you are a tank, you are tanking in a BASIC HULL. You should not be that dominate in that type of situation; as that will only lead to further imbalance with higher tier hulls.
As an ex of how you think balance is now: 2 rail shots, and 6 volleys of proto swarms to kill 1 triple rep mady .... Balanced? I think not
@ person who said change main turrets for tank ... simply NO. Let them have their turrets. The turrets aren't the problem at all, it is simply how their fittings react with what the current AV potential is
Flame On......
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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