Fox Gaden
Immortal Guides
3016
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Posted - 2014.04.30 18:57:00 -
[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?
As the author of both a Swarm Launcher guide and a Tanking guide, I have looked at the problem from both sides.
I still think that the Swarm Launcher needs a slight damage buff. I have been advocating a 12% buff to range and damage, resulting in 250 damage per missile and a range of 200m. The trick is not to buff them too much. We donGÇÖt want a Proto Swarm Launcher to solo a tank unless the tank is stuck, or the driver is extremely inattentive. But you also want a team of 3 Swarm Launchers to be a threat to any tank, even the triple rep Maddy.
In Tank vs Tank the TTK is too short because when the Hardeners were nerfed, the Damage Mods were not. Vehicle Damage Mods need a corresponding nerf. In a Rail tank a 5 shot fight is fun and dynamic. A two shot fight is not fun, and is extremely frustrating to the victim because they have no time to react. One or two shotting should be left to Missile tanks which have to reload between volleys as a balance for their gank potential.
Forge Guns are fine. As a tanker I really noticed the difference when the Forge Gun bugs were fixed, so Tankers have to consider them to be a serious threat now.
A single player can solo a tank with Remote Explosives combined with AV Grenades, but this is balanced because they have to get very close to do it. (Balanced by range.)
Jehad Jeeps make some tankers rage and other tankers laugh, but the driver of the LAV has to sacrifice a clone to do it, and the LAV can be destroyed or avoided by the tank, so I think it is balanced.
Please print this out and tape it to the water cooler in the lunch room. Sticking it to the wall just above the urinal would be acceptable as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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