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Pokey Dravon
OSG Planetary Operations Covert Intervention
2865
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Posted - 2014.08.18 16:33:00 -
[1] - Quote
Cenex Langly wrote:When you ask why people hate tanks, take into consideration the amount of overpowered advantage they provide. Then you can make a rational and logical assumption (or factual thought, your choice) as to the answer of your question.
To be fair, infantry do have some advantages that a vehicle can't replicate, such as fitting into small spaces with cover or reaching an elevated position. Using these advantages is typically the best way to counter tanks, but most people run around on the ground which is the tank's natural territory, and complain when it doesn't work.
It's kinda like running towards a sniper in an open field with a shotgun in your hand and complaining that you can't win. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2867
|
Posted - 2014.08.18 19:10:00 -
[2] - Quote
Soraya Xel wrote:Tread Loudly 2 wrote:I swear tanking is the most looked down upon out of all the other specializations so I'm just curious why do ground units hate us so much? Because tanks are inherently broken as a design in this game. In many ways, tankers have a complete disconnect with the trials and troubles other players experience, because the balance difference is just that huge. The way tanks are currently balanced, one player can pay a mediocre amount to be vastly superior to every other player on the field. This creates a huge imbalance in game design. Realistically, tanks would be a more feasible mechanic if they required three people to use them effectively. Solo tanking is a blight on the game. /personalopinionrant
But there is also a lot to be said about how this ties in with map design. Most maps are designed in such a way that allows vehicles to basically stomp around and dominate 90% of the map. One success in countering this is the Research Facility socket, where players can avoid vehicles about 80% of the time, and the influence of vehicles is far more reasonable. I wont disagree that the way vehicles are handled is not correct, but you shouldn't assume that's the only factor at work.
For example, as I've stated before Commandos are exceptionally useful because they can run AV and AP at the same time. I guarentee you that if Assaults had 2 light weapons, 90% of the the complaints about vehicles would go out the window, because people can still play against infantry, but also have the ability to deal with vehicles at the same time. Trust me, I run both Commando and HAV, and if I knew that 50+% of the infantry on the field had a swarm launcher or plasma cannon as their second weapon, I'd be far more terrified in rolling around like I own the place. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2867
|
Posted - 2014.08.18 19:25:00 -
[3] - Quote
TYCHUS MAXWELL wrote:Pokey Dravon wrote:Soraya Xel wrote:Tread Loudly 2 wrote:I swear tanking is the most looked down upon out of all the other specializations so I'm just curious why do ground units hate us so much? Because tanks are inherently broken as a design in this game. In many ways, tankers have a complete disconnect with the trials and troubles other players experience, because the balance difference is just that huge. The way tanks are currently balanced, one player can pay a mediocre amount to be vastly superior to every other player on the field. This creates a huge imbalance in game design. Realistically, tanks would be a more feasible mechanic if they required three people to use them effectively. Solo tanking is a blight on the game. /personalopinionrant But there is also a lot to be said about how this ties in with map design. Most maps are designed in such a way that allows vehicles to basically stomp around and dominate 90% of the map. One success in countering this is the Research Facility socket, where players can avoid vehicles about 80% of the time, and the influence of vehicles is far more reasonable. I wont disagree that the way vehicles are handled is not correct, but you shouldn't assume that's the only factor at work. For example, as I've stated before Commandos are exceptionally useful because they can run AV and AP at the same time. I guarentee you that if Assaults had 2 light weapons, 90% of the the complaints about vehicles would go out the window, because people can still play against infantry, but also have the ability to deal with vehicles at the same time. Trust me, I run both Commando and HAV, and if I knew that 50+% of the infantry on the field had a swarm launcher or plasma cannon as their second weapon, I'd be far more terrified in rolling around like I own the place. Yeah but like with the case of the research facility tanks are pretty well useless, there isn't much use of them around there other than to get RE'd and av/PLC/Swarmed to death. Personally I think research facility is a socket that tanks should never enter and should stick to the outside objectives on skirmish or just not spawn tanks on domination. If more maps were like research facility than tanks would just be worse off. Imo, vehicle vs. av is in a good place right now and shouldn't be tampered with, but that's just me.
That's my point though, given that typically 60% of the objectives are inside the complex, that means that tanks only exert influence over 40% of the field. This is much different from say the Communications map, where a tank can basically make it impossible to move around freely within the complex, as well as exert force on the outside, giving it a much higher percentage of control.. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2869
|
Posted - 2014.08.18 21:41:00 -
[4] - Quote
Nothing Certain wrote:Pokey Dravon wrote:Cenex Langly wrote:When you ask why people hate tanks, take into consideration the amount of overpowered advantage they provide. Then you can make a rational and logical assumption (or factual thought, your choice) as to the answer of your question. To be fair, infantry do have some advantages that a vehicle can't replicate, such as fitting into small spaces with cover or reaching an elevated position. Using these advantages is typically the best way to counter tanks, but most people run around on the ground which is the tank's natural territory, and complain when it doesn't work. It's kinda like running towards a sniper in an open field with a shotgun in your hand and complaining that you can't win. I don't think many complain about not being able to kill tanks anymore, the question is why do we hate them and those who drive them. My hatred came about in 1.7 when tanks were very hard to kill and very good at killing. Many tankers thought this was the state it should be and that one tanker character should have more power than 2 or 3 other characters. So we have an extremely OP fit and the failure to admit it and illogical arguments fueling my hatred. Tanks and Pythons are still given too many advantages to be balanced but I am fine with it and prefer that the xurrent balance is maintained. My sole complaint is that vehicle users get two fittings for one life, their vehicle and the pilot. It is the lowliest, scrubbiest tactic to jump out of your tank to kill someone and it is not fair nor should it be allowed.
Ehhh I disagree, I think taking the risk of hopping out of your vehicle does merit some reward. Besides, as a tanker I hop out and hack stuff all the time, and I dont see any reason to prevent me from doing so. I will say however that the SPEED at which you can get in and out needs some tuning, as to avoid the LAV + HMG tactic we all love to hate. |
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