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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.09.18 15:04:00 -
[1] - Quote
Or maybe nanohives are OP. Last I checked tanks should explode when you drop 20AV nades about 10 swarm shots. But we must be banned from soloing a tank.... Because tanks should be god mode? Don't get why 1 dude with infinate ammo shouldn't be able to kill a tank.
1 guy with a decent AV gear SHOULD be able to solo you tank if you don't kill him. I've stopped caring because the tankers won't play as infantry. They're ONLY interested in tanking. Which is a joke. A bad joke for their team mates. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.18 18:26:00 -
[2] - Quote
Because if the enemy has 16 swarm launchers, regardless of what vehicle you bring your dead. Being a single vehicle build is the worst idea possible. That is EXACTLY why so many tankers and pilots are going mad. Someone I know has 18 million SP in Tanks. That's all. Does he have lvl1 swarm launcher? AV nades? No. It's not been a problem for him until now.
By all means specialise, but if the enemy has a counter for you, you'll need to switch up what you are doing. Infantry are more adaptable than any vehicle. Because you aren't going to waste your tank once you've called it in. Good old infantry can just die and change class. Or suicide and change class. Or if you REALLY don't want to die, you can run over to a supply depot. It's why people shouldn't call vehicles in at the start of a game... You shouldn't finish the game with it.
Adapt or die vs RUN AWAY THEY HAVE 1337 FORGEGUNNERS.
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.09.18 21:15:00 -
[3] - Quote
Sees-Too-Much wrote:Tony Calif wrote:Because if the enemy has 16 swarm launchers, regardless of what vehicle you bring your dead. Being a single vehicle build is the worst idea possible. That is EXACTLY why so many tankers and pilots are going mad. Someone I know has 18 million SP in Tanks. That's all. Does he have lvl1 swarm launcher? AV nades? No. It's not been a problem for him until now.
By all means specialise, but if the enemy has a counter for you, you'll need to switch up what you are doing. Infantry are more adaptable than any vehicle. Because you aren't going to waste your tank once you've called it in. Good old infantry can just die and change class. Or suicide and change class. Or if you REALLY don't want to die, you can run over to a supply depot. It's why people shouldn't call vehicles in at the start of a game... You shouldn't finish the game with it.
Adapt or die vs RUN AWAY THEY HAVE 1337 FORGEGUNNERS.
So your friend is stupid because the current metagame is hostile to vehicle play, or are you saying that specializing in vehicles should never be a financially viable play style? The first seems a little unfair and the second is just stupid.
It is only unfair if one side cannot meet the required counters.
"Grunts" > AV infantry > Vehicle > "Grunts"
In every class, a militia equipped trooper has the ability to kill you. Provided you take into account the suit Nerf that got me all worked up for 24hrs, the tanks are just right. Scale everything back up to 1500hp heavies and the tanks will be able to sustain far more damage than currently, but their resist/repair ratio will be in scale with wherever they leave suit HP.
Game design isn't that complex (note, game design, NOT computer game design. No hard locks or invalid bugs when you play monopoly). |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.18 23:28:00 -
[4] - Quote
I think there is a great deal to explore. A lighter 1-2man HAV, and a larger meaner tank with more crew. Then there is the call for a large heavily armoured transport. I think these could all be different style of play given to the Tank pilot, providing more roles than "I R LEET TANKZ GOD" I think these being additional vehicles is a better idea than a flat rule that driver/gunner be separated. |
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