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Drake Lyons
Seituoda Taskforce Command Caldari State
209
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Posted - 2012.09.05 20:57:00 -
[1] - Quote
Mmhmm...
Quote:I think I've got this one figured out. Here's how to properly balance tanks so we don't have any more threads like this.
Top tier tank should have about 700-1000 base EHP and be able to fit either something like an Assault Rifle or an HMG in the main turret. No additional concurrently active turrets, just one that could be activated by switching weapons. Maybe limit that to less powerful weapons...a submachine gun or a pistol or something.
They shouldn't have any type of active boosters available, just passive extenders or rechargers. And the resistance modules should be severely reduced. Maybe just limit it to the DCU.
And to be honest, the base speed is far too fast. Maybe slow it down to about 7 or 8...with the option to add a burst of speed. But only for a short period, not an indefinite "high speed" setting.
The ability to run over players needs to be removed, but a close quarters option for killing does make sense. Maybe a knife of some kind. That would be good.
And having the vehicles brought in by RDVs can cause problems - sometimes they crush people who just spawned. So instead, I say spawn in the vehicle. And they are way too big, anyway. Make it about the size of a player and no more friendly crushing will have.
Except having a dropsuit inside a vehicle is really lame. First you have to kill the vehicle, then the dropsuit pops out. I mean, talk about overpowered. Let's just make it one thing - you spawn in a vehicle you can't leave and you die when it does.
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So the solution: Make vehicles dropsuit sized, capable of only fitting dropsuit weapons with dropsuit modules and dropsuit tank. Give them dropsuit speed, and dropsuit mechanics. Vechicles officially fixed! |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.09.05 23:12:00 -
[2] - Quote
There is a logical issue with the reasoning in this thread.
Rule I - Tanks must be difficult to kill. The fact of the matter is that a tank - as a tank - must survive more relatively more damage than infantry and be significantly more difficult to kill.Otherwise, there is not point in having a tank in the first place. Just use infantry and this whole issue disappears.
Rule II - Tanks should not be impossible to kill. Now, since we have now established that tanks should be tougher than infantry (Rule I), it makes sense for their weapons to exceed those of infantry in the event of a tank vs. tank encounter, lest tanks become essentially invincible. And it also makes sense for infantry to develop weapons that can kill tanks, lest tanks become essentially invincible.
Rule III - Tanks should be expensive, but not prohibitively so. So now we have tanks that are tougher than infantry (Rule I) with weapons that are more powerful than infantry, and infantry weapons specialized to take out tanks (Rule II). The issue here becomes - how powerful do we make tank weapons, and how powerful do we make AV weapons? If AV weapons are so powerful that infantry can kill a tank as though it were an infantryman, we violate Rule I. And tank weapons must allow the tanks to defend themselves well against infantry as a general answer to Rule II. (An alternate idea would be to make tanks essentially useless against infantry, but also making them nearly invulnerable to the same. In other words, vehicles would only really damage vehicles and only be damaged by vehicles. This, however, goes against the common sense idea of a giant railgun blasting into an infantryman with the total effect of knocking the wind out of him.) The balance here is in cost - one should expect to lose a number of dropsuits per round and come out ahead in ISK. One should not be able to lose multiple tanks in a round and come out ahead. Indeed, if most players lose more than one tank per round, they are immediately heavily in the red.
Rule IV - Even weak tanks seem OP when there is no AV on the field. This is simple math, and is very much the case. Every tank I have lost, I believe I lost to a clout of militia swarm launchers. Two people with decent AV fittings can easily solve the problem. Except very few people are playing specialized AV roles. Which means that otherwise balanced tanks seem OP when there isn't anyone doing effective damage. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.09.06 02:59:00 -
[3] - Quote
Gelan Corbaine wrote:
What I want to know is why my 1 gun cost as much as a bloody tank not including the suit and mods yet I'm barely compensated for blowing them up . Kill two gunnis in a match yet don't even get enough to cover the expenses of ONE effective suit . And I'm not even talking about a fully decked out proto one !
Never mind as an AV guy EVERYTHING is trying to kill you . Heck I think we even beat out logis on the priority meter .
AV guys cost of living is too high for what we do ! I demand a raise !
This is also hugely true. Kitting out in AV is, at the moment, essentially begging for one guy with and AR to make a mess of you. TBF, it's less of an issue when not playing Ambush all the time. Then there can actually be squads to support you. |
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