Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
327
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Posted - 2014.04.19 16:31:00 -
[1] - Quote
I can understand people's frustration in public matches against ADS. Very few AV present a threat to a very skilled pilot. However, this does not translate to PC. Two forges or a forge an a swarm counter an ADS superbly. In fact, it's a little OP. With reduced ADS speed, reduced shield, and a few other recent changes CCP did, I can not engage PC level AV unless they are alone. Most maps have clustered Objectives so aerial denial is efficient.
I will either lose my ship or waste my time engaging stacked AV, so I would have to count on the infantry in the game to remove those AV.
Targets on the ground with a lot of cover are near impossible for me to engage, and I have not engaged stacked AV on a tower with the current changes. I have fought stacked AV on towers in older patches, and it was a giant time waste as an ADS is not the proper counter to multiple heavy suits with forge.
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Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
346
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Posted - 2014.04.21 19:45:00 -
[2] - Quote
Soraya Xel wrote:Indeed. The essential issue is that in a 16v16 game, one player should always equal one player, more or less. It's unfair for one player to play a class that it takes multiple players to effectively combat. I feel there are three avenues to fixing V/AV balance in a responsible way. I am not suggesting CCP implement all of these, just one of them:
1. Ensure that one tank can be easily killed by one AV. - This solution means that an AV player, one who has sacrificed their ability to combat infantry to go after vehicles, should be effective at killing vehicles. Tanks should have a hard time defending themselves against AV without infantry support. AV is the natural counter to vehicles, so vehicles should die to them. Tanks would likely need to be cheaper so that a tank + pilot suit combo wouldn't cost more than an infantry role.
2. Ensure that tanks require multiple players to be effective. - This solution would suggest decoupling the main gun from the driver's seat, so that tanks are most effective with two or three players in them. In that way, it'd be fair for two or three AV to be required to take them out. This prevents solo tankers from being very effective, but maintains the high cost and power of tanks.
3. Remove anti-infantry from the tank's bag of tricks. - This solution is more of a game-changer. Removing tanks ability to effectively take out infantry ensures that even if they remain powerful and hard-to-kill, that they can't abusively slaughter infantry, and can be balanced around anti-vehicle and anti-installation roles. In the current mechanics, this wouldn't give tanks enough to do, often. Ideally, tanks should have more tank-specific things to do in a game, like taking down barricades and shield bubbles.
Number three is a clear cut above the rest. They should be there to support infantry, not the other way around. I think defense, heal, or attack boosting bubbles would give tankers a reason to push forward and keep a presence. I played a PC where an enemy blaster just sat at their home objective. We didn't get time to push that far back as they had 6 tankers to our two, but that defensive tanker was impossible to siege for anything else but another tanker. Sure it's a tactic, but that player really just didn't want to risk death to a better sneakier player. He didn't take the tank to fight another tank, he took it to 1 v 1 infantry. Maybe we just should adopt that tactic too though, but it would change anything.
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