I-Shayz-I
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3743
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Posted - 2014.06.20 10:11:00 -
[1] - Quote
This isn't a hotfixable issue, this is a map design issue. Just want to make that clear so that everyone knows I'm not an idiot trying to suggest a fix that's not currently possible ATM.
Tanks vs AV seems to be in a decent place right now. The problem I'm having is trying to fight off tanks on maps such as Manus Peak or Fracture Road.
In both of these maps, there are objectives that tanks can roll up into and shoot anyone that tries to hack it. These are also maps that tanks can effectively "patrol" around certain objectives, preventing anyone from getting close to it. Even my super effective PLC AV grenade RE combo can't do anything against these tanks when they just keep circling around the objective (preventing me from getting close enough to their tank to do any damage).
While yes it is true that tanks cannot hack objectives, they can be 10x as effective as a proto heavy when it comes to blocking off and controlling a single point. This effect is multiplied when you have more than one tank on the field...especially on Manus peak where you only need two tanks patrolling two objectives to win the match.
On more balanced maps where the city has 2-3 objectives and there are only two objectives on the outside for the tanks to control, it's much more fun. Your AV/vehicle battles are fought out in the open areas of the maps, and the infantry get to have their own war inside the city WITHOUT the fear of getting blasted by a tank while you're hacking the objective. ______________________________________________________________
And while I'm on this subject, I might as well also bring up supply depots too.
Having supply depots more available in the sockets is a good thing. Manus peak needs at least one, 4 point maps need 2, and 5 point maps should have 3. There are some maps that are already like this, and they are much more enjoyable to play on (especially against tanks) for this reason.
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I-Shayz-I
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Posted - 2014.06.20 13:26:00 -
[2] - Quote
ZDub 303 wrote:"Tank aren't bad unless map design allows them to be too effective"
Does it not seem a little silly that the only way something is acceptable is if the map design forces them to be unable to engage?
"Tanks aren't overpowered as long as they aren't near me!"
In the biz, I think they call this poor game design...
All I'm saying is that a tank shouldn't be able to singlehandedly control 2/3 of the objectives just by parking his giant piece of metal in front of the hack point (because it is an OPEN objective that is easy to shoot into), and shoot at anything that gets close.
And then when I pull out my AV fit they just circle around the objective running away from me, or they hide in the hills for a few seconds, or they go to the OTHER open objective and camp there instead.
On top of that, I shouldn't have to go all the way back to my ground spawn just so I can switch into an AV fitting because of the lack of supply depots on the map. It's fine if the tank strategically takes out a supply depot, but it's another deal completely when there's only 1 supply depot on the entire 800 meters of map with 4 objectives.
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