Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1402
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Posted - 2014.05.01 03:19:00 -
[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?
The solution is based on which problem you want to focus on. If you focus on the tankers ability to mow down AVers before they even have a chance to fight back (the simplest fix in my mind), I think it should go something like this:
Make the large blaster turret function like the Ion Pistol. Make the blaster turrets fire semi-auto, have a small clip, give each shot the ability to be charged, and let the turret overheat quickly. This makes the one really good anti-infantry turret crappy as AV while cutting it's ability to just roll through areas firing at random groups to pick up kills. You cut down the ability of a tanker to run roughshod over everything it sees and infantry will be more willing to mount an organized offensive against it.
So say it takes about 3-5 rounds to kill just about anything with the blaster as of now, right? Since you have to place shots now and you have more heat build-up per shot, clip size would be around 15 and damage per round would be set around 170 (fully charged - 340). You can fire 9 rounds back-to-back without overheating, but the 10th shot overheats your turret. Regular cooldown is pretty fast but overheat cooldown is VERY slow.
Obviously this would not 100% fix all AV vs all infantry, but it would be a simple fix that would take care of the biggest imbalance in the AV v V game, the large blaster turret. Large blaster users would either need two friends on small rail turrets to help them with vehicle threats or a second tanker to back them up, encouraging team work among tankers so they can survive against other tankers. And blaster tankers would need to attack strategically instead of rolling up to objectives and spamming shots at spawn areas to pick up random kills.
Just my 2 cents. Good luck.
MAG ~ Raven
I GÖú puppies.
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