Avinash Decker
Seykal Expeditionary Group Minmatar Republic
113
|
Posted - 2014.04.30 19:00:00 -
[1] - Quote
CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
Most games that have ways of destroying vehicles either has classes or everyone has a way to destroy vehicles. BF,Ps2, Section 8, Halo, Starhawk, and UT are some of the games that does one or the other ,or a combination of. In Bf there are 4 classes and all classes have a way to assist in destroying vehicles, but the engineer class is dedicated in destroying vehicles and they are one of the most popular classes . I think one of the main reasons is that it doesn't sacrifice it's AI effectiveness to destroy vehicles and if you are skilled you can destroy a vehicle by yourself.
The issue in Dust is that you lose your AI effectiveness if you go AV so most players just take the path of least resistance and avoid vehicles . On top of that it takes some time to invest in AV , but why spend that time to invest a build that only fights vehicles when I can use that time to invest in a build that fights infantry , is what I think goes in some peoples minds.
Some solutions I see are separating gunners and pilots , nerfing aspects of tanks(mods, weapons, speed,etc) while keeping the price , slightly buffing AV and giving the ability for all suits to equip two primary weapon by having the second primary weapon using 2x the pg/cpu, and/or making some AV as a equipment slot. Each comes with there own pros and cons. |