501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
222
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Posted - 2014.05.20 20:01:00 -
[1] - Quote
I agree and disagree.
A tank should not die to a single infantry player, that would mean as a tank, you'd be a glass cannon. Any of 16 players, including other tanks could kill you, thus making it ineffective to run a tank. But not everyone has gun game, so that is segregating and hurting the population. If someone has AV hades and Swarm Launchers at Proto, it should be able to kill a militia tank. However, a player with23 million SP into Tanks should not die to a 23 million Sp player, because then two players with 10 million by your logic could kill him, and that's assuming their role is strictly AV, with points put only into AV gear.
The trick to balancing tanks and infantry is to make it so that running a tank inspires fear. If I saw a tank in actuality, I'd run. Why? It has a cannon that could tear my bones from muscles in one shot. However, players shouldn't have to field 4 soldiers in order to get rid of one, and many don't. People miss 1.6, where you whip out hades, and then fire one Swarm Volley to kill a Madrugar. This would be acceptable if the tank wasn't 1 million Isk, but it was. Players like the done it, do it, did it game, where they are the COD man getting all the kills and making all the booms. Teamwork is absent in their mind.
Use Proxy explosives. Tell a friend. 8 proxies at 750 damage each equates to 6000 damage, enough to blow up Sicas and hardened Somas. All it takes is to tell a friend. But no. People just expect others to do it for them, and so no one does anything. You go up against any sq of Gods Among Men, and we'll have AV.
People need to stop being lazy, and that will solve many QQing. If everyone has some piece of AV, tankers will be wary. a road could have proxies, Forge guns may be lurking, Swarms not equipped to keep out the guise, or nades at the ready with Cloaky RE scouts on the prowl.
Adapt. But I do agree that Somas are extremely powerful in their current state. Hence forth why we need the vehicle variation or 1.6, where a Falchion screwed Somas for breakfast. Basically, a militia tank should have a Chance against Standard, half chance against advance, and a slim (quarter) chance against Proto, with nearly none against Officer( if we get those)
AV should work in countenance, but it should take at least 2 people, or one fully kitted out a Aver. Example: A Commando with a Proto Plasma Cannon, Boundless Proxies, Swarm Launcher Prof 5, can take out a Proto Tank. However, people come at tanks wrong, firing swarms and forges dead on, where the blaster can see you. Set up choke points, lay proxies behind the tank so when it backs up from incoming fire, he's done.
Congrats, you have just learned my secrets to killing tanks. And most importantly, if tanks are deadly to infantry, have a tank at ready to combat it if infantry is making it hard to get a lock on
Peace, and see you in battle :)
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
222
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Posted - 2014.05.20 22:03:00 -
[3] - Quote
Hawk-eye Occultus wrote:501st Headstrong wrote:ZDub 303 wrote:If it takes two infantry to kill a tank it should take two tanks to kill a single infantry.
Balance. Did you not read a frickin word of my post? Or are you trolling? Hush! My child... It is already to late for the little one...
Sorry father. I just get annoyed when the schoolkids don't read all my hard work...
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
222
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Posted - 2014.05.20 22:15:00 -
[4] - Quote
Godin Thekiller wrote:Monkey MAC wrote:In computer science when consodering the complexity of certain tasks, we use the Big O notation, it allows us to effectively ignore small constants and such things, it allows us to break things down to its base components.
This all we are doing, stripping the equation down to It's most basic components, you can't account for difference in terrain or skill, so you always create a scenario where it's 1 person vs another on flat coverless ground.
Because you can CALCULATE it, so yes it should take X number of Y's destroy a Z because it's basic maths. The world is all about maths, weapon balancing is no different. Actually, you can. It's not that hard actually. You want to know how? Design each thing around set strengths and weaknesses. For example, a vehicle is much better in a open environment vs. a infantry unit, but will suffer when in a closed in or tight environment with lots of foliage, rocks, etc. Damage types, and even the weapon that is being used is another example. I could go with that. However I'd have to argue that this is already the case, and that Railguns are made for open maps, blasters for cities, and missiles for mid range both, but with drawbacks
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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