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Tebu Gan
Molon Labe. General Tso's Alliance
1226
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Posted - 2014.11.17 19:36:00 -
[1] - Quote
Hey look, it's a Tebu back on the forums. Now I have been stuck on destiny for the last month or 2 (Love me some destiny) and considering I can't log on destiny due to some PSN maintenance going on, I figured I'd try dust for the second time since destiny came out. My last experience, about a week or so ago can be summed up in just one word__________DISGUSTING.
For those that don't know, I've been a tanker since the "official" release of this game. I've provided a lot of detailed feedback in the past, but gave up on it all as it was becoming apparent that CCP would continue to keep making "Balance decisions" without accounting for unforeseen variables or the unintended consequences of those changes. Now I've somewhat kept up with the recent changes, namely the ADS changes that went into effect before I quit playing so I'll start there.
How I feel about the ADS changes
Let me start by agreeing that ADS were a bit imbalanced when it came to infantry, and big time when it came to tanks (tank driver namely myself). Last I saw, head DEV of the dust 514 team announced he was making a change to the ADS ROF based purely on statistical data.
I'm cool with using statistical data to reach a conclusion, such as the ADS is overperforming. But what I couldn't understand is why that warranted a change to swarms ( swarms are FAR more effective chasing down the ADS), and nerfs to the afterburner AND a severe reduction to the ADS bonuses (IE Rate of fire). I had read that how they intended you to use the ADS was through strafe runs.
No longer could you remain still and shoot at infantry, as a full volley of swarms will most likely make connection. What they didn't take into account was just how effective they were at taking on infantry. For example, missiles generally require at least 2 shots to neutralize one guy. Direct shots are extremely hard to maintain consistently, so for the most part you were looking at killing with splash damage. So the heavier the suit, the more shots it will take to drop.
As it stand now, from my limited use of the ADS not to mention being out of practice, I notice right off the bat that it requires a LOT MORE TIME to make these kills. Some might say this is good, but I wholly disagree. When AV isn't present on the field, sure I was able to fly around and get a few kills (VERY FEW). Typically infantry was able to get out of sight before I could even consider killing them. I noticed right away that it requires a lot of more precision to make the kills, as you can't simply drop the 3 to 4 missiles needed to apply enough splash to kill something like a scout for instance. (exaggerating just a bit)
But the next match I tried, I encountered that oh so dreaded swarm. As I swept in from up high, to attempt to clear some uplinks up high, I heard the tale tell sound of swarms going off, and being somewhat familiar with the swarm changes, I knew I should probably just keep moving. AB on, and away I go. What was crazy was how EVERY volley made contact, no matter what I did.
That ONE LONE SWARMER, on his own (with a nano hive) could have easily denied any ADS that came in, as actually sticking around means certain death. So I decided to try out these new changes to the fullest and attempt to engage that lone swarmer.
Of course, as I swept in, he had already had a volley out before he even rendered for me. Deciding to stick it out though and make the kill I dropped a few missiles ( like 2 as that's all I could get out) damaging the swarmer, but at that point I had ate one clip from him. I get a 3rd or 4th missiles out, missing as the swarms are knocking me around, he gets reloaded and I attempt to make my escape.
It felt like I was flying for an hour, as one volley hit, then another, and still yet the third made it's way to me eventually. I was disgusted, while increasing swarm effectiveness, you also severely decreased ADS effectiveness. You have completely shifted the balance from the ADS to the swarmer. You didn't BALANCE anything, just shifted it from one to the other.
I really don't understand why you at CCP would go back to making drastic changes, that always overshoot the intended results. Why couldn't you first see how the AB and Swarm change worked out, and maybe tweaked the ROF bonus gradually at first, like 30%. This is my experience with a python of course.
I'm still amazed at how much more effective (as far as survival goes) the armor version is. Why not just put missiles on that as the ROF bonus is negligible for the python. It's frustrating to see things like this. So much SP, simply wasted I feel with vehicles. I mean do you even understand how easy it is for infantry to switch out swarms, or how little SP investment it takes to get them. There will always be a greater SWARM TO ADS ratio, at least in potential.
Tanks (possible expanded on in future) I had intended to include a bit on tanks in here but it seems I got stuck with those ADS. As it stands now, I see the tanks role VERY limited on the field. There isn't a single thing a tank can do that isn't trumped by the infantry on the ground. You stripped away a tanks purpose on the field, so they are stuck, novelties at best.
Quick suggestion ( as I'm running out of words), consider incorporating heavy or medium vehicles designed for killing infantry. Yes AV would be able to deal with them, but it would give these new "AV tanks" you made an actual purpose.
TL;DR - Don't read, I know how some hate words.
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1231
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Posted - 2014.11.18 00:43:00 -
[2] - Quote
hfderrtgvcd wrote:So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him.
Would you mind describing some other "hard counters" as I was under the impression that there really wasn't such a thing. Or are dropships special?
Additionally, should I have "snuck" up on this swarmer. I find that approach rather laughable.
The fact of the matter is our lead DEV made a lot of changes at once that put the ADS at a disadvantageous position. When they swung the nerf bat, they knocked the ADS back to pre 1.6 levels. Continually they go in circles.
Also consider the swarms are fire and forget missiles, it takes no skill or aiming, just a minor SP investment to be "good" with them. I find that in itself foolish.
The change to swarms coupled with an AB nerf were probably enough to alleviate many of the problems. Instead they choose to severely nerf ADS dps as well, resulting in a laughable vehicle (AGAIN). Flying straight at him, haha. Yeah, aren't we supposed to make "strafe runs"? You do realize dropships are rather large targets in the sky right.
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1232
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Posted - 2014.11.18 20:05:00 -
[3] - Quote
Fox Gaden wrote:Tebu Gan wrote: ( as I'm running out of words) Next time reserve a second post for editing later. I am not saying I entirely agree with you, but I do like to see a well thought out and well-articulated argument. I also like your AI tank idea. Just allow Tankers to fit small turrets in Large Turret slots.
Generally I do, yet I didn't know how quickly I would get back to this. As I said, destiny consumes me now (and looking at what was data mined from the recent patch, it will still consume in the future!) Just figured I'd get that idea out of my head, actually one I've been pushing for a LONG time, but it rarely gets any attention (the tank idea, I am a tanker at heart after all).
But I know you Fox, and I know your threads. I can very easily say the same of your threads, always a good read they are (even if I'm not big on ground poundin). I would very much like to hear what you have to say in the matter, your disagreements that is. It would be nice to have a less biased opinion on the matter (cough cough, attim).
To kind of sum up my main point of the thread, the nerfs were WAY over the top in my opinion. The idea behind making strafe runs in my mind made a lot of sense when you had the ROF to accomplish that goal. As it stands now though, the idea of a "strafe run" with such a weak rate of fire just doesn't pan out as well as I feel that it should.
I mean honestly, flying and shooting is NOT as easy as some would make it out to be. It can be very hard maintaining a bead on your enemy when you are fighting things like sight being obstructed by your ADS, your pitch and yaw, horizontal rotation, and combining all of this to follow the movements of said enemy. It's a very tough thing to do and it's not something that happens instantly.
You need a certain amount of time to set up on somebody, but this is somewhat mitigated by having a decent ROF (as far as missiles are concerned). Understand I'm not the greatest pilot, but I have practiced A LOT in my time playing dust. To me, making a strafe run means you need to be equipped to drop your payload quickly then get out. The ADS is already at a disadvantage going into an engagement, considering the range needed to render, range needed to effectively aim and hit, and the knock back caused by swarms making contact (which many claim is negligible but in my experience it was a difference between a kill and being forced off).
And now you have the fact that the last volley of swarms fired, as you are making your strafe run, will make contact. Meaning in my mind having a higher ROF is more crucial than ever before to having any success in a hostile AV environment. Or just against a single swarmer. I'm not saying I have to engage that swarmer, but I should at least be able to work around him getting a kill here and there.
Basically, I should be able to actually make a decent strafe run. Not these runs where I fly in, hear missiles going off and immediately have to fly off or risk destruction. As I'm flying through, I should have the chance to fire more than just 2 missiles before being forced off. Only to come back in to a guy with full health.
I also understand there were other reasons for nerfing the ROF, namely ADS and Tank interactions. Yet this could have been worked around by making small turret do greatly reduced damage against heavy vehicles, putting a focus on AI for small weaponry as opposed to AV.
In the case of the railgun the ROF on a maxed incubus was yes, utterly insane. Yet I see no other role for a weapon such as this other than AV work from the skies (there is still that problem of being untouchable by tanks therefore unfair in that aspect but that could be worked around with some new toys for tanks). But I feel the problem was they lumped (yet again) the incubus and python together, as they mirrored one another with a ROF bonus.
It should be fairly obvious that while a ROF bonus works for small missiles, it won't work for rails or even blasters for that matter. A different bonus should have been given to reflect the differences in how they would be used, something like increased splash radius / damage, less heat build up, ect.
It's like assuming that all tanks are the same, as I've wrote about before, they are nothing alike. And treating them like they are leads to serious balance issues within themselves. Like the over the top maddie, or the king of the skies incubus that insta popped pythons. A tank simply isn't just a tank and a dropship simply isn't just a dropship.
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1233
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Posted - 2014.11.18 20:16:00 -
[4] - Quote
Bethhy wrote:Tebu Gan wrote:hfderrtgvcd wrote:So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him. Would you mind describing some other "hard counters" as I was under the impression that there really wasn't such a thing. Or are dropships special? Additionally, should I have "snuck" up on this swarmer. I find that approach rather laughable. The fact of the matter is our lead DEV made a lot of changes at once that put the ADS at a disadvantageous position. When they swung the nerf bat, they knocked the ADS back to pre 1.6 levels. Continually they go in circles. Also consider the swarms are fire and forget missiles, it takes no skill or aiming, just a minor SP investment to be "good" with them. I find that in itself foolish. The change to swarms coupled with an AB nerf were probably enough to alleviate many of the problems. Instead they choose to severely nerf ADS dps as well, resulting in a laughable vehicle (AGAIN). Flying straight at him, haha. Yeah, aren't we supposed to make "strafe runs"? You do realize dropships are rather large targets in the sky right. Dropships are relics. It was a cool idea that has never been implemented to the Concept that CCP sold us on them in Fanfest. The average Dropship user of today uses them for two purposes. 1) A Glorified Fighter jet 2) Means to get to an elevated position. That is it. This is why dropships have and will always be a massive Pendulum of Nerf/Buff. The DUST Community has to figure out what Dropships are even for in DUST. Because roaming single pilot slayers makes no sense to the overall game and hurts it. The Main vehicle used for troop transport in the Everyday DUST is an LAV..... This is a massive problem seeing how it has only 3 seats and a squad is composed of 6. Spawning in the redline after all your points get wiped when your team has 2-3 dropships in the air? Even running out of the redline when you could be carrying a load of troops to assault an objective? Dropships could facilitate fights and constant action for the entire battlefield... Instead? Dropships kill every suit in the game in 2-3 shots.. And are wet paper bags for defense and have to run away when someone breathes on them. Creating next to no competition between AV'ers and Dropships. Instead of a dropship that can competitively return fire and defend itself with turrets while dropping off a load of troops at a height that doesn't require an inertia dampener activation.. Gets paid 50 war points each mercenary for transporting them safety over 200-300m, Mobile CRU to keep an active spawn place out of the redline, helping to perpetuate action and competition. Dropships and how they work is like a giant joke played on the DUST community, and a monument to CCP Shanghai's Lazyness to fix obvious in your face problems that have existed for years.
Agreed, this has ever been the problems with vehicles in the first place. They have no viable role on the field. Since tanks have been moved to an AV role, their use has diminished greatly as they no longer can make any viable contribution to the field.
And the same can be said of dropships as well, they are lost and confused on what they should be doing. But even I admit, dropships are a bit complicated as having unlimited mobility can be a very large advantage when a gun is attached to the front.
Perhaps the ADS should have their damage reduced, increasing the TTK against infantry, while buffing their damage mitigation. This gives infantry a larger window for engagement. I really don't know that insta popping infantry is a way to go with something that flies. Be like a flying tank, yet stings like a bee, a nuisance at times but if ignored, it could potentially become a problem.
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1236
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Posted - 2014.11.19 18:21:00 -
[5] - Quote
Atiim wrote: *Remote Explosives are hard counters to Sentinel & Logistics combos *Combat Rifles are hard counters to Armored Frames *Scrambler Rifles are hard counters to Shielded Frames' *Sniper Rifles are hard counters against players in open fields or on certain towers. *20GJ Incubi are (well, were at least) hard counters against Pythons *Well positioned Assaults and Commandos are hard counters to Sentinels *Assaults on level terrain are hard counters against Commandos
Do I need to list any more examples of "hard counters" or is this enough?
Yes, you can start by actually listing a "hard counter"
Remotes can be a "hard counter" to just about anything in game, including vehicles. Therefore I don't see them so much as a hard counter. They simply one shot just about ANYTHING in game. So calling it a "hard counter" just doesn't fit with what a hard counter is or supposed to be. IE: A beats B, B beats C, C beats A.
Weapon bonuses to armor and shields - I don't see this as a "hard counter" either considering just about any weapon in the game will kill, and also considering the diversity of suits out there (not to mention variety in fitting) you don't simply pull out a weapon because of it's bonus, as you will always run into something, a suit or fit, that doesn't match up. You go with what you like, and don't base it on whether it kills shields or armor. I don't know that I have EVER heard of a player switching out weapons because they need it to counter one suit type, or build. Generally players go with what they like best (or the FOTM).
Sniper rifles - again is a matter of preference in play style and not so much a hard counter, though yes they are used and switched to to deal with long distance targets. But you also have dropships that drop people off to deal face to face with those enemies, or railguns, or any number of other possibility. (see where I'm going with this)
Well positioned, I can just stop right there. If it has to be "well positioned" then it is NOT a hard counter. Tactics account for 90% of whether you succeed or fail, or are we going to call tactics a "hard counter" as well.
Assaults as counters to commandos? Really?! So are scouts, sentinels, other commandos, or any other suit type, or weapon for that matter. You also again mention a tactical situation, level terrain. So are you saying that an assualt in a high position will falter against a commando below them??
The fact of the matter is, it doesn't work by A beating B, B beats C, and C beats A. If it were that simple things would be balanced at this point. The issue is far more complex than that, and assuming it's not is just foolish. You are more intent on having an "argument" then you are on actually having a rational disscussion. And your continued bias towards swarms in wearing on my patience. If you want to troll, I suggest you go somewhere else, but if you want to actually discuss the potential problems created by some recent changes then stick around.
Atiim wrote:Well your first problem, is that for some strange reason you decided that it would be a good idea to engage an AVer who's clearly prepared to engage you.
Your second problem is that upon the engagement, you thought it would be a good idea to stay there and eat an entire mag from a Swarm Launcher as opposed to escaping sooner, which you had plenty of time to do since 3 rounds impacting takes at least 4s.
The Afterburner change wasn't made because of Swarm Launchers, it was made because the super low cooldown meant that any ADS could escape virtually all engagements without risk 24/7, thus creating an imbalance between HAV/FG vs. ADS engagements.
You have clearly missed the point. AV running an AV role should be actively looking for targets, duh. So you should always assume they are prepared. And the fact is, by the time you get in postion with an ADS, you will have ate a full mag, so it's either attempt to deal with the threat or flee at FIRST SIGN OF THE MISSILES (as being that close, ALL MISSILES NOW REACH THE TARGET as you flee). Meaning AV will ALWAYS have the upper hand. And yes, the AB change was to address AV and ADS imbalances, how the hell can you say it wasn't for that purpose??? You actually just said it there yourself!
Atiim wrote: It doesn't take skill to aim with an ADS either, as you aren't actually aiming the turret but rotating the ADS to align the reticule in a position where it will hit the target.
That in mind, the skill of operating an ADS is that of movement, not aim. Given how using a SL against a vehicle requires that you can strafe and evade their fire, it also requires movement skill as opposed to traditional aiming.
That aside, if you're killed by any Swarmer with a minor SP investment, you need to stop operating an ADS.\
edit: That's not to say however, that landing hits with an ADS doesn't require skill. However, the skill it requires is not actual aiming, but instead maneuvering.
Wow, sure attim, it takes no "Skill" to fire and fly. It's so easy that ANYONE CAN DO IT SUCCESSFULLY! Oh wait, most can't, so maybe it DOES require a bit of skill. Assuming AV takes skill, sure it takes skill to survive, map positioning, ect. Yet as far as using the swarm launcher, it's as easy as looking at your target, and releasing a button. Fire and forget, and the dropship has NO way to avoid it, much unlike the forge gun.
Look just because you are using "Logic" does not make you right. Take some time and read the boy and the fur coat (forget the name). I can make all kinds of logical assumptions, like the earth must be square, because everythings flat around me. But that doesn't make me "Right".
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1236
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Posted - 2014.11.19 18:27:00 -
[6] - Quote
Finn Colman wrote:This is why I go play War Thunder instead of getting in my ADS most of the time that I want to fly. Unfortunately I lack ideas for how to fix this problem. The first statement is more relevant than it may first appear, as I usually use assault/attacker planes in War Thunder so in both cases I am firing on ground targets.
No matter what turret you use, strafe runs are (sadly) impractical. I tried this with blaster turret, and I'm fairly certain that once some FGs spawned in they were either laughing at the thought process that made me think this could be effective at all, or swearing profusely as they could only hit me twice (both times with my hardner on) before I ran safely out of range. One bad maneuver and the addition of a red ADV swarmer was enough to stop this awful performance.
I probably hit them twice as many times as they hit me, sadly this was with a turret that does about 39 damage per hit and probably didn't even do full damage due to distance from which it hit them, I don't use missile turrets out of simple refusal to do so and rail turret strafing is just a ridiculous idea to begin with. I wish strafe runs were viable, but they simply aren't.
Oh, and a side point, blaster turrets still suck on the nose of an ADS, you might as well land on someone instead of shoot them with a blaster since it will be much more effective.
That does stir up some ideas. What if you could lock in your reticule, as you swoop down from up high, actually making a strafe run without worry of attempting to aim and fire, WHILE flying. Simply swoop down, fly, and shoot. No worry of the up and down motion of aiming. Just side to side motion and control of your pitch. Making flying down, laying down shots, and moving along more viable.
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1237
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Posted - 2014.11.19 22:52:00 -
[7] - Quote
True Adamance wrote:I think Judge's fallacy
"The arguer claims that they can always recognize when something is present. This is likely a fallacy because the arguer is not aware of all of the times that he/she did not recognize it."
I so overly potent in this thread...... especially so between vehicle and AV users its not even funny.
Logical fallacies are not meant to be used to win arguments and add nothing to the discussion as it stands. You don't USE fallacies in an attempt to win an argument or prove your point. It's the understanding of fallacies that leads to deeper more meaningful discussions.
I know attim (and you since I've noticed you gang up with him to berate people, which in itself is a fallacy) is a big fan of trying to use them to further his argument. But when you go about bringing them up, you are no longer having a discussion on the topic, but a discussion on how to have an argument. Can you see the flawed logic in that?
You can either come up with rational and well thought out ideas or arguments to how others see the situation. Or you can be like attim, picking apart others postings, pulling things out of context, in an attempt to win what he sees as an argument (aka fight).
So how about some rational reason as to why a swarm is or isn't balanced in comparison to the AV they fight, and enough with changing the topic of discussion into an argument. Lay out your ideas, and I WILL listen. You don't have to agree with someone, just LISTEN and understand, attempt to see it through their eyes. There are no "winners or losers" in a discussion, quit making it out like there has to be.
So put on your big boy pants, wipe that snot off your nose, and add something meaningful to the topic. There is no right or wrong, just the meshing of ideas.
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1237
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Posted - 2014.11.19 23:10:00 -
[8] - Quote
True Adamance wrote:Tebu Gan wrote:True Adamance wrote:I think Judge's fallacy
"The arguer claims that they can always recognize when something is present. This is likely a fallacy because the arguer is not aware of all of the times that he/she did not recognize it."
I so overly potent in this thread...... especially so between vehicle and AV users its not even funny. Logical fallacies are not meant to be used to win arguments and add nothing to the discussion as it stands. You don't USE fallacies in an attempt to win an argument or prove your point. It's the understanding of fallacies that leads to deeper more meaningful discussions. I know attim (and you since I've noticed you gang up with him to berate people, which in itself is a fallacy) is a big fan of trying to use them to further his argument. But when you go about bringing them up, you are no longer having a discussion on the topic, but a discussion on how to have an argument. Can you see the flawed logic in that? You can either come up with rational and well thought out ideas or arguments to how others see the situation. Or you can be like attim, picking apart others postings, pulling things out of context, in an attempt to win what he sees as an argument (aka fight). So how about some rational reason as to why a swarm is or isn't balanced in comparison to the AV they fight, and enough with changing the topic of discussion into an argument. Lay out your ideas, and I WILL listen. You don't have to agree with someone, just LISTEN and understand, attempt to see it through their eyes. There are no "winners or losers" in a discussion, quit making it out like there has to be. So put on your big boy pants, wipe that snot off your nose, and add something meaningful to the topic. There is no right or wrong, just the meshing of ideas. It's not about winning the argument. It's about you realising that you need to make concessions while you argue, as you are not looking at this impartially and like most Dropship Pilots are inclined to do exaggeration is very much so present in your previous posts when you discussed AV. Atiim is in a similar position. Most of the time his feed back as an AVer (specifically Swarmer) should be considered carefully. He knows what he is talking about and if we as Vehicle users want meaningful balance have to listen to AV users and consider what they say.
And I would do so, yet he chooses to belittle a post rather than contribute something meaningful. And the big point missed, I do AV, so I do understand well the issues AV might run into with other infantry (mitigated by using a commando). And I know swarms were the underdog for quite some time (still are against my gunnlogi, but that things harmless to infantry anyways).
The whole point of my posting was that it really isn't as viable as it should be to make these so called "Strafe runs" given the availability of swarms, the changes to how they track, and the ease of use with them.
I mean honestly, I went into a couple matches yesterday, and pulled out the ADS. One point missed is that swarms are a common part of the battlefield, it's something that you expect to be brought out. It's not a matter of if they swarms are coming out, but WHEN they are coming out. They are cheap and very easy to obtain in comparison to the ADS.
The available window of engagement is far too short and in some cases non existent. If swarms are going to be a mainstay on the battlefield, then there needs to be a reasonable window to engage them in. Not what attim calls a HARD COUNTER as that doesn't exist for other classes out there.
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1237
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Posted - 2014.11.19 23:21:00 -
[9] - Quote
True Adamance wrote:To be fair the Minmatar Sentinel only increases each missiles damage by something like 31.2 @ proto level for a whopping total for 124.8 extra swarm damage per volley so there is not a huge difference between regular swarms and Min Commando swarms.
While true, that isn't my point. The point is that they can carry an additional primary to deal with ground infantry, helping to mitigate the problem most swarmers run into of having no direct counter to the other infantry on the ground.
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1237
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Posted - 2014.11.19 23:25:00 -
[10] - Quote
Finn Colman wrote: I feel that this is only one part of what would be needed to fix it, actually being able to see the target is an issue mostly because the ship itself entirely obstructs the pilot's view of the target unless they switch to the turret view, which completely disallows any independent movement that the turret may otherwise have, and this could help if the turret view actually is made to reflect the angle of the turret. Honestly, I rarely fit my ADS for practicality anymore, and it's more of an expensive toy, that I use to prod the enemy when they are in elevated positions.
I've always thought it would be helpful if the FPV of the ADS allowed for full movement of the turret. IE, being able to independently rotate the turret view downward to gain a clear picture of what's below without being obstructed by the dropship.
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1245
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Posted - 2014.11.20 22:06:00 -
[11] - Quote
Draden Brohiem wrote:I find it hard to tank cost efficiently. The price difference between AT's and XT's is crazy?! I grind in ambush for weeks just to build 20 proto tanks to save lol! They're not really proto, just the mods, but they feel epically priced enough?! XT's cost almost 300k for one!?! I got tanks that cost that much lol!
I would add that we need advanced models now. Before definitely not, but now that swarms are buffed maybe it's time for the release of the advanced hulls?
STOP! CCP, when I say this I in no way mean for you to drop super Uber OP tanks into the game!!! At most give it more CPU/PG to fit the turrets better, and maybe some bonuses like passive armor repair on armor tanks or speed bonus on shield.
You have a knack for the OP. Don't do it! I would like to have the advanced tank option though. That would definitely justify the price tag. I doubt AV would mind now as they get points for damage, and the weapons actually take tanks out.
Just my two cents. I like tanking, and all my points are into tanks.
You know, surprisingly, tanking is VERY cost efficient for me. Given I have used tanks pretty much exclusively for well over a year now, but it seems more so than ever before.
Part of this is due to the fact that tanks pose very little threat to infantry on their own (hard to say with gunners, but I do run guns on all my tanks. Not often though that one would choose to use them, unless of course we are losing and they need free easy points.) and part due to my uber AV shield build.
Additionally, due to tanks having limited impact on the field with changes done to them, you don't often see too many other tanks out, therefore there aren't too many things out there to kill me anyways, or for me to kill (assuming tanks have the easiest time in comparison to AV).
For example, yesterday I played 3 matches I believe. In those I always start with an ADS, laying down links in the best positions to help my team make the pushes they need for the objectives. Then I proceed to see what damage I can do with the ADS. Usually the start of a match is the best time to use the ADS as most players in objective based game modes don't start with AV.
But as soon as the swarms come out, I'll try for a bit to poke and prod, but when I notice I can no longer have any sort of impact on the outcome, I switch over to my tank, either my blaster or rail tank (generally rails as I can get more kills with it than my blaster) and further distract the AV, again dropping uplinks around (as blueberries tend to have no knowledge the things exist). I feel as long as I can force one or two people into an AV role, my team will stand a much better chance at winning.
Though as I look at the end of match scoring, it becomes clear that often my blueberries need a miracle. It's amazing what has happened since they have changed tanks to become less infantry centric! Instead of tanks ruling the field, it's proto suits filling the void! I mean seriously, how do I go 3 - 0, with 2000 + WP, often times not just doubling the highest score on my side but tripling it. (Hint hint, uplinks because I'm the ONLY one that drops them, or actually places them in advantageous positions)
Swarms though, I can well imagine, are more of a problem now than before when it comes to tanks. While the Devs claimed it would have very little impact on tanking and was meant for dropships (the changes to them that is), I can see a HUGE improvement to their effectiveness towards tanks. Namely, it's VERY difficult to cover from them, as they make some pretty nasty turns around corners and the such (much like they used to be).
Now not to say they are ultra deadly, yet I also don't drive a maddie very often. Probably should huh just to check it out. Anyways, let's talk cost efficiency eh.
Sure tanks are expensive, mine run upwards to 600 - 700K a pop (depending on the small guns), but you also need to consider that my payout runs around 300K on average, which mitigates the loss, that is if there is any. But the thing is, if I were to attempt to run tanks exclusively (which I do for the most part but I'm also all about layin out those uplinks), my payouts would drop drastically for many of my matches.
Why? Because I'm not making the WP. There really isn't a whole lot to do for a tank on the field. Sure you can bring a blaster in, but blasters are VERY iffy on making any kills and most infantry can easily avoid them. But then you have things like AV and turret installations to worry about, the installations being nearly impossible for a blaster to take down efficiently.
So that leaves you with a rail or missile, as the ones having the most versatility, that make larger contributions to the match. Blaster install got em pinned down, spend the next minute shooting it with your rail ( or like 20 seconds with missiles). Then enjoy that well earned 100 points for taking it out. If you are really lucky, they might call in a tank for you to fight, of which I strongly recommend not killing right away.
Why do I say this, WAR POINTS! Often I find that killing them makes the player that called it in just give up with tanking all together (especially with the milita tanks), leaving you with NOTHING to do in your tank but attempt to snipe infantry down, maybe shooting the occasional dropship called in.
Essentially, I really don't think that adding ADV or PRO hulls will make ANY amount of difference for the tank. They very much need a role on the battlefield. Currently it is one of AV, but they need vehicles to kill. Which is why I suggested (a LONG time ago) adding in AI turrets or medium vehicles into the equation, giving reason for an AV centric vehicle.
Tanks - Balancing Turrets
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