Mina Longstrike wrote:Varoth Drac wrote:Madrugars don't need nerfing (except for large blaster dispersion). Instead buff Gunlogis and maybe missile turrets.
They do need some adjusting. Without their hardeners they're far too weak. With them they're practically invincible (-60.86% incoming damage)
They go from ~5k ehp & ~150ish reps to ~11.5k ehp (presuming the plate, dual hardener & single rep) with roughly ~400 effective reps once both hardeners get activated. Their reps outpace incoming DPS unless you can find some *massive* burst or have way, way too many people shooting at target. Their effective reps get even wilder if they drop the plate for a second rep.
Or something like that, I'm tired and not mathing well.
The problem is largely that this is all done in
effective hitpoints, which means that the damage reduction is *insane*. If tanks were to have higher raw hitpoints, and lower hardened values alongside lower proportional reps... people wouldn't be as upset, as tanks would take damage that actually sticks for a bit.
The large other portion of the problem is that vehicles have isk costs that treat them like they're temporary powerups (and yes, isk IS used as a balancing feature in this game, like it or not) so when someone calls out a 1m isk tank they feel like it should 'buy' them a lot of power, because risk vs reward. Another issue is that vehicles take up an absolutely massive amount of SP to be any real good which really messes with their design, as it treats them more as a role than a temporary powerup anyone could purchase... so there's a second hurdle there. Thirdly vehicles lack a very well defined role other than 'roam around and kill whatever you encounter' which further adds to frustrations - If they had a clearly defined role, people would be less likely to pull them out in situations where they're not needed.
If isk costs remain so absurdly high, SP costs should go down, and survivability should probably be retained.
If sp costs remain so absurdly high, isk costs should go down and survivability should be lowered (no one likes dying, but I care less about dying in something that costs 20k than something that costs 2mil).
Vehicles need clear and frequently useful roles, without people getting upset when they perform well in the roles they have (currently people get really upset that some tanks are good at slaying... because well, that's the only identifiable role they have, and then vehicles get nerfed into uselessness... which causes a set of buffs later down the line that breaks everything because they still don't have a role).
CCP has been trying to balance tanks for awhile. They pretty much flip between "Expensive Butterflies" and "Invincible Death Machines"
My problem is that Tanks fill a very odd role in Combined arms. To Infantry, Tanks are SUPPOSED to be OP as F*CK. They are immune to small arms fire, have insanely more range, and far more firepower.
In exchange, they need to be weak to something. I've always been of the opinion that AV is supposed to be DETERRENT in the hands of Infantry. More of a "Engage and you might die", not "CHASE AND KILL THE TANK".
Tanks need to be on equal ground with other tanks in terms of fighting. Then what are tanks weak against?
Tanks need to be weak to AIR. Dropships need heavier ordnance specifically for taking down tanks. Personally, I think that the main guns on ADS's need to be redone. Make an actual "Missile Launcher" for the ADS, just like the main turret on tank. Would be used for anti-tank/anti-infantry. Blaster would be akin to a mounted Plasma cannon with a larger clip for popping tanks. Rail would be where its at now, with a damage boost.
With all this anti-tank abilities, dropships would still need to be weak to Infantry AV, with their fire and forget AA weapons, they will be able to terrorize dropships and keep them away from their armor.
Now the Weapons Triangle is complete. Tanks > Infantry > Dropships > Tanks.
Combined arms then boils down to this: Tanks protect the infantry, and the infantry protect the Dropships. Dropships then work as both infantry and vehicular support, much like the standard attack helicopter of today.
Since Infantry still hard counter dropships, you can't stick a dropship into enemy territory, as swarms will quickly kill or dissuade attack. They also dissuade Armor from engaging due to damage. With enough AV, infantry can buy enough time to deploy their own ground or air power.
Combined arms is always the way to go, and engagments are won from the Air down. Air Superiority is king.
Just my thoughts on how Vehicles should work in Dust. I'm fully aware that this probably won't happen.