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?
Well first, recognize the doctrine that Outside is ruled by vehicles, Inside is ruled by infantry. If you take a tank Inside, he is incredibly vulnerable from all angles and can't usually accomplish very much. If you take infantry outside, then they are incredibly vulnerable to tanks.
They are different kinds of battlefields that have to be respected in different ways. The problem right now is pub mentality does not recognize this simple truth and instead goes for the lazy "infantry vs everything" approach. I don't personally think it's a good idea to reward lazy player behavior with an easy cop out like buffing AV when people are clearly playing incorrectly.
What I DO think you should do is make it so that lopsided matches end faster. The only real depressing part of being roflstomped by a tank horde at the redline is the fact you are at the redline at all. If every objective is capped, why don't the null cannons synchronize and go into sort of a rapid-fire mode to end the match quicker?
They do this in battlefield, they do this in WoW... it's pretty common practice to avoid player misery.