Noc Tempre
Imperfects Negative-Feedback
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Posted - 2012.10.14 16:28:00 -
[1] - Quote
Jonquill Caronite wrote:It is a realistic request, there is a huge difference between the purpose that a Stinger Missile serves in combat (Anti-Air role), and a Javelin. Likewise though you need to find some balance. I guess as a tank driver I wouldn't be opposed to a soldier having a one hit vertical launch 5000 damage Javelin missile that specialized in taking out tanks. You could still hide under cover if you were a tank driver, but in most scenarios would lose, and if you were an upper level tank you could take one shot from one of these super weapons, but would lose to 2, or if you were weakened.
The real key is these weapon systems are specialized, which is the point. I guess my perspective is multi-purpose weapons need a nerf, and specialized weapons should be ****, but from an armor perspective, still defensible by the top tier tanks or dropships. Of course, I sort of like the balance now. As a tank driver, I feel the Tank nerf was significant enough to deter people from using them just enough to deter people from specializing AT. As a consequence I still have to be careful, due to the fact that there are a few good AT people in the game, but no one can complain about tanks being OP, and yet to most people they still feel boss, and as a tank driver you also feel boss, unless you happen to meet your match in a legitimate AT opponent.
Then you do what any good tank driver should do, you retreat. I'll tell you one thing Marines in Afganistan didn't do was drive their tanks into the middle of an uncleared city block where they knew enemies were holed up with large quantities of AT weapons. You have to be smart, that's knowing when to use your weapons and when not to. If a couple guys on the enemy team are specialized AT, you don't run a tank, and you take advantage of their weakened anti-personnel strength by pushing an infantry assault.
I could go on about this forever. The mix of tanks and infantry is perfect right now. Its realistic cost benefit and reward balance, and I like it. Now what we DO need to see more of is dropships, I think a dropship in at least every other match should be normal, and the fact that we don't see that means there's something wrong with the balance there. I'm not here to say what exactly, even though I have my opinions, but I will say it needs to be resolved.
That being said I've seen dropship pilots and their gunners go on ridiculous streaks like 50-0, so I guess it depends... Maybe people just aren't comfortable with the controls, and they got the cost reward balance right, but everyone's still looking for the OP solution and not willing to take the risk.
ONE HUGE THING. Turret emplacements need a buff, I've got a standard Large Missile Launcher on my Sica, and its one of the fragment versions, so its not even top damage. I like that the Damage Modifiers feel like they actually work, but with 2 of the top tier damage modifiers on this otherwise sub-par tank I destroy a Turret Emplacement in one hit. And all my missiles don't even need to make contact, 3 suffice. Granted with this build I've also taken out Madrugars, and even a Surya. Even the one time I lost my tank to another tank that tank was still so crippled that a Swarm Launcher on my team finished him off shortly after the engagement. But the point is I'm highly slot limited in this tank, once you see proto tanks running around like a fully specced Marauder with 3 damage modifiers instead of my measly 2, and his skills maxed out, with the top tier Accelerated Missile Launcher equipped, your looking at a tank that can 1 shot any lower leveled tank, or even knock a Bolas out of the sky with a single salvo. Matter of fact, even with reduced splash damage, I'm sure the damage on any one of those missiles will be enough to kill just about any infantry it comes into contact with, and with a solid fast salvo that makes that tank the perfect anti-infantry and anti-armor weapon.
I'm not saying nerf tanks before its too late, this is what a Marauder should be, particularly a fully specced one, it should shred through any defenses. All I'm saying is that Turret emplacements better be available in a better quality variety in the future otherwise they lose all viability... Might I also suggest CCP look at Armored Core V's system for emplacements and some of the stuff they included, it uses a pretty similar emplacement system, but they've got a lot more variety, and I strongly suggest looking at their system as it would greatly benefit the developers of this game in coming up with new ideas, and someday benefit our commanders who will need access to this sort of suite of tools to make reliable strategic defenses and honestly defend against some of the behemoths that will develop from this skill system.
You have no idea what you're talking about. The balance is beyond fubar. Missile turrets are stupidly overpowered, tanks have no place in a game vs a competent team, and dropship's only survival tool is to run away. On top of that, you literally have to get hundreds of kills out of each vehicle TO BREAK EVEN. Militia swarm launchers, militia railguns, and level 1 forge guns on militia heavies completely trounce vehicles atm. If this were prototype damage you'd be on to something, but tanks have no place vs a competent team, while dropships require some fancy flying to stay alive and still contribute. LAVs are a joke.
To say balance is nearly perfect right now belies EXTREME ignorance of the situation. |