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Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.09.11 15:45:00 -
[31] - Quote
Beld Errmon wrote:funny how when the biggest tank whores go quiet there's a new generation of ppl who cry the same argument, tanks aren't OP we're just pro, even though we couldn't beat a militia suit outside of one.
I've always said the tanks ere severely UP health wise since the 2 builds ago. The main issue addressed, it is now time to tune the turrets for roles like every other weapon in the game. Making tanks useless by being glass cannons won't improve the enjoyment for anyone. We got rid of the glass part. Now let's fix the cannon part by giving them weaknesses not useless. |
Gooly
26
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Posted - 2012.09.11 16:21:00 -
[32] - Quote
This thread has completely derailed. Guess I was a bit late to the party and everyone is sick of "nerf the tanks". Hopefully CCP has something lined up and they go at this issue with a surgical scalpel and not a rabid badger tied to stick. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
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Posted - 2012.09.11 17:00:00 -
[33] - Quote
I will agree that tanks are op at the moment in pub battles where the biggest threat I will face in my sagaris is a militia swarm launcher. People need to start to spec into proto gear. I personally use the darksider swarms and put the fear of god into some tank drivers. A squad of proto AV guys is just as much of a threat to the tank driver as he is to them.
If CCP nerfs tanks so that the normal casual gamer can take one down by theirself, tanks will get wrecked by dedicated AV corp squads |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.09.11 18:36:00 -
[34] - Quote
To guide the thread back on topic:
I agree with the OP that something other than the nerf bat should be used. I made this point in another thread and I'll make it again for someone to refute:
A tank is basically a huge proto heavy suit that can be worn by one man. It comes complete with shield, armor, and weapon slots, mobility, and rep. It has a large hitbox and can be locked on by swarms, but in every other respect the super heavy proto suit is an order of magnitude more effective than any other suit you could possibly fit. It is expensive per unit, but moderate to cheap per use.
So, tank drivers- Yes, no?
If yes, and if you also don't want to pull its teeth or manufacture it out of tissue paper it needs some other more creative limitation(s) as suggested by others. eWar will add some vulnerabilities, and requiring a second team member would increase the personnel cost.
Introducing a natural preditor such as a gunship would also go very far. Modern tanks can be hurt by infantry, but they really fear air power.
Maps that prevent tanks from having complete access would also help .
Which of these would you support?
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Andius Fidelitas
Algintal Core Gallente Federation
51
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Posted - 2012.09.11 19:25:00 -
[35] - Quote
I definately agree with the aspect that one lone tanker makes him exceedingly powerful. The OP is spot on.
Tanks, being the current "pinnacle" of Dust warfare (although I understand CCP is trying to avoid Tiers now), they should reflect the same spirit as capital ships (being also the pinnacle of space warfare), a byproduct of team effort and coordination. I definately want to preserve the tanks as the utter nightmare of hapless ground troops (as they are meant to be) and slaughter them by the dozens. But said slaughtering should still require a 2-3 crewmember team, I mean, real life tanks historically have ALWAYS been crewed by 2-4 men in it's various incarnations. And amongst that handicap, make the tank useless if only 1 person is doing the work (in the same fashion that LAV's are either used as cheap transport, or a fixed turret when used by a singular person). Say, something of this pattern:
- Pilot - Gunner - Adittional gunners allowed by modules
*Disallow the ability to switch positions instantly, say, have a delay of 10 seconds to change from driver -> gunner -> gunner -> rinse and repeat. In this way, it gives incentives for tank players to actually depend on others to help bring the tank forwards. I suggest this measure to prevent solo players from exploiting swtiching positions instantly, as if they were still solo driving the tank. *When boarding a tank, you have a 5-10 second delay of selecting your position (by bringing up the weapons interface, but instead of choosing your weapon, you choose your position prior before being dropped to the first available spot).
And get rid of this stupid pattern:
- Pilot Gunner - Additional Gunners allowed by modules.
*Instant switching position.
OP is on a groove here, CCP should take heed at his valuable input. |
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