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Logi Bro
ZionTCD Legacy Rising
836
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Posted - 2012.09.14 22:53:00 -
[1] - Quote
Once again, it seems that there has been a massive flux of tank threads, so I decided to throw in my point of view as a almost 100% on-foot soldier. So I look at it this way: imagine tanks are a dropsuit, they are fitted the same way, use shields and armor the same way, and carry weapons the same way, so they are basically giant dropsuits that have to be called in rather than spawned in. So, while imagining it is just a giant dropsuit, imagine this: the militia version of this dropsuit has about 3x the armor of a prototype heavy (if it is an armor HAV), carries a weapon that can one-shot any type of infantry with a single shot, carries two secondary weapons that can be fired at the same time as the main weapon, moves about twice as fast a a scout suit, and to top it all off, to destroy it you have to have a suit specifically designed to do so. Let me elaborate the last part a bit more. I run almost completely Logi, and I consider myself to be a moderately good player. While I am a Logi, with a certain degree of skill, I can kill other Logi's, assaults, scouts, and heavies without having to change to a different suit to do so. BUT the HAV (that I consider to be a giant dropsuit) is literally impossible to kill in my Logi suit no matter how epic of a player that I am, period, unless I switch to a specialized suit, which according to tank drivers, should have to work with a group of other specialized suits to destroy it. So the HAV can do all of these things, all at the cost of a increased price-tag. PLEASE explain how this is balanced, because I can't see it. Don't give me some bullsh*t that it takes skill to use a tank, because it takes skill to run on-foot as well, but I am not impervious to everything except specialized dropsuits. Just one more thing, don't tell me to carry AV grenades, because those don't even dent HAVs Feedback appreciated. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
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Posted - 2012.09.14 23:02:00 -
[2] - Quote
This dropsuit also allows two other players next to you to one/two shot all infantry as well, even if you they are in all militia gear and have never played a match. |
Icy Tiger
496
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Posted - 2012.09.14 23:32:00 -
[3] - Quote
Logi Bro wrote:Once again, it seems that there has been a massive flux of tank threads, so I decided to throw in my point of view as a almost 100% on-foot soldier. So I look at it this way: imagine tanks are a dropsuit, they are fitted the same way, use shields and armor the same way, and carry weapons the same way, so they are basically giant dropsuits that have to be called in rather than spawned in. So, while imagining it is just a giant dropsuit, imagine this: the militia version of this dropsuit has about 3x the armor of a prototype heavy (if it is an armor HAV), carries a weapon that can one-shot any type of infantry with a single shot, carries two secondary weapons that can be fired at the same time as the main weapon, moves about twice as fast a a scout suit, and to top it all off, to destroy it you have to have a suit specifically designed to do so. Let me elaborate the last part a bit more. I run almost completely Logi, and I consider myself to be a moderately good player. While I am a Logi, with a certain degree of skill, I can kill other Logi's, assaults, scouts, and heavies without having to change to a different suit to do so. BUT the HAV (that I consider to be a giant dropsuit) is literally impossible to kill in my Logi suit no matter how epic of a player that I am, period, unless I switch to a specialized suit, which according to tank drivers, should have to work with a group of other specialized suits to destroy it. So the HAV can do all of these things, all at the cost of a increased price-tag. PLEASE explain how this is balanced, because I can't see it. Don't give me some bullsh*t that it takes skill to use a tank, because it takes skill to run on-foot as well, but I am not impervious to everything except specialized dropsuits. Just one more thing, don't tell me to carry AV grenades, because those don't even dent HAVs Feedback appreciated.
They cannot be controlled precisely, have the turn rates of frogs, and are a major target.
I can counter your point by saying that the Dropship is a dropsuit that hax and therefore can fly. god mode right? |
I-SHAYZ-I
24
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Posted - 2012.09.14 23:33:00 -
[4] - Quote
I've posted this in a few threads now.
Tanks are DEFENSIVE, not offensive. Your tank should not be able to run through the middle of a red swarm and survive. In fact, you should be doing other things in your tank like destroying installations and turrets that are very hard to destroy by infantry.
It's a team effort to keep a tank alive, for DEFENSE. To make sure no one gets past a certain point, to defend an objective, to blast dropships out of the sky, to take out LAVs that are running over troops. This is to encourage teamwork in order to keep a tank alive. Snipers should kill heavies trying to sabotage your tank. Assaults should kill infantry getting close to the tank. Logistics can help keep the tank healed. Heavies can defend the tank from other tanks or installations.
Tanks have never been, and should never be, a one man show. |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2012.09.15 00:08:00 -
[5] - Quote
Icy Tiger wrote:Logi Bro wrote:Once again, it seems that there has been a massive flux of tank threads, so I decided to throw in my point of view as a almost 100% on-foot soldier. So I look at it this way: imagine tanks are a dropsuit, they are fitted the same way, use shields and armor the same way, and carry weapons the same way, so they are basically giant dropsuits that have to be called in rather than spawned in. So, while imagining it is just a giant dropsuit, imagine this: the militia version of this dropsuit has about 3x the armor of a prototype heavy (if it is an armor HAV), carries a weapon that can one-shot any type of infantry with a single shot, carries two secondary weapons that can be fired at the same time as the main weapon, moves about twice as fast a a scout suit, and to top it all off, to destroy it you have to have a suit specifically designed to do so. Let me elaborate the last part a bit more. I run almost completely Logi, and I consider myself to be a moderately good player. While I am a Logi, with a certain degree of skill, I can kill other Logi's, assaults, scouts, and heavies without having to change to a different suit to do so. BUT the HAV (that I consider to be a giant dropsuit) is literally impossible to kill in my Logi suit no matter how epic of a player that I am, period, unless I switch to a specialized suit, which according to tank drivers, should have to work with a group of other specialized suits to destroy it. So the HAV can do all of these things, all at the cost of a increased price-tag. PLEASE explain how this is balanced, because I can't see it. Don't give me some bullsh*t that it takes skill to use a tank, because it takes skill to run on-foot as well, but I am not impervious to everything except specialized dropsuits. Just one more thing, don't tell me to carry AV grenades, because those don't even dent HAVs Feedback appreciated. They cannot be controlled precisely, have the turn rates of frogs, and are a major target. I can counter your point by saying that the Dropship is a dropsuit that hax and therefore can fly. god mode right?
Okay...let me just go ahead and say that if this is an attempt to troll me, then it's a pretty sad attempt. If this is a real point you are trying to make, let me say this: You may have noticed that I said to kill a tank you must have a specialized suit, and you COULD say the same about a dropship, except they CAN be effectively countered with small arms fire due to the fact that their gunners can be killed. Flying is not hax, it's compensation for a lack of pilot offensive abilities, and is not an OP trait, if anything, flight simply makes dropships more vulnerable because there is no cover in thin air. (plus they have even less precise controls than tanks, so they need a larger road to drive on, so to speak) Speaking of your first sentence, the lack of maneuverability doesn't make tanks more vulnerable unless they are driven by complete idiots, tanks SHOULDN'T be able to turn on a dime, but that lack of turn radius is easily over-compensated for by the forward speed of the tank. The HAV is a major target, but that's about the only point I can agree with you on. |
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