Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
7
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Posted - 2015.07.02 05:21:00 -
[1] - Quote
For the most part, yeah proto tanks are instant trouble. Instant win however depends on the map. Some maps the tank can practically sit on the point, others they just drive around out of sight basically ignored. The problem is a half decent tank is just too tough to kill. It takes a good 5 or 6 shots from a proto swarm to get most tanks. That's fire a full clip and reload, all within easy blaster range. Even if they can't kill you they have more than enough time to run away.
Which now a days is what tanks really are. They are not the unstoppable killing machines of old, their a painful distraction that you can't quite ignore but if you try to kill your going to lose the match anyways since your team is chasing the tank around the map. It's not that a good tank or drop ship can't be killed, if all else fails a good war barge strike could do it. The problem is just how much coordination and effort it takes to take out ONE proto tank is insane for a small 16 vs 16 game. Never mind partial team match ups.
Even the people here on the forums, half their suggestions on how to kill those tanks basically gives up the objective entirely and has the whole team focus on the tanks. IF you don't they just wrack up WP and kills and feed the war barges. |
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
9
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Posted - 2015.07.02 08:44:00 -
[2] - Quote
KEROSIINI-TERO wrote:
Don't you think that tactic has limitations and weaknesses?
The tactic has a lot of flaws, but it doesn't stop it from being overly effective and frustrating. One of the biggest problems is the tanks might not even be able to get close to the objective on some maps, or even if they do enclosed places are not tank friendly. Not only can infantry take cover from any walls or ledges, but turning can be a problem in narrow streets. More than once I've laughed at a beached tank that tried to go up a ramp in a city map.
Funny enough the main problem with the tactic, is their own team. if it's not a full que sync working together your going to have blue berries. Put a proto tank on the field that is slaughtering people and blue berries will hop in and ride around doing nothing. Then it becomes a numbers game. 3-4 tanks with a full 3 people each in them means 9-12 of the enemy team are all vehicles that are rather limited in exactly what they can do. They can't hack, rep, pick people up or give ammo. All a tank can do is take a hit, and kill people. Acting as a mobile spawn beacon is kind of cool, but most proto tank users wouldn't waste a slot on a CRU and limit their dmg/survivability. Plus you come down to the blue berry problem again in that most that spawn in a tank won't get out.
Things get even worse with drop ships since what 4 -6 people, plus the pilot, are in those things. People spawn in a drop ship and spend the whole match trying to kill people with the turrets, or drop down from horrible locations because you can't really see anything as a passenger. If you can't hear the pilot, riding a drop ship is a guessing game in which you usually land smack dab in the middle of the enemy.
Pretty much in the end top end tank stomp has the same problem a lot of old Dust tactics have. Namely Dust has been shifted away from kills and more towards objectives if you want to win a match. The game used to almost always end by cloning the other team back in the day. Now it has to be a tough match, with objectives switching back and fourth a lot to clone the enemy team. This makes pure killing machines like tanks less useful to winning a match than you would think. That said winning doesn't really matter outside of FW or PC matches since SP and isk are rewarded purely based on WP count per match and nothing else. |