Sytonis Auran
Valor Coalition RISE of LEGION
52
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Posted - 2012.11.26 00:37:00 -
[1] - Quote
Makina Loussier wrote:(My thoughts and opinions are my own, you have been notified) First off, let me say that while I dislike tanks as they are now I get their role in the battlefield and i get the way that they are used, and that they are most effective to the player who buys them. By all means they should be careful not to die in a tank because they are expensive, and that they want to get back rewards for their efforts. However, the tanks as they are right now are invincibility machines. They take no damage from small arms (as they should) but they also take very small damage from everything else even AV. They can sit on the top of an area safe and secure and rain down fire without worrying about damage as they can easily turn tail and run to safety to heal/recharge. As a player who focuses on AV primarily to combat vehicles I find it very frustrating to attempt to fight even a low level tank. Just today I had an instance where i shot my entire ammo cache of 6 swarm launcher rockets and threw 3 AV nades at a tank just to have him get in his safe zone and heal up. (Im still working on leveling up AV but it was only a Madrugar) While I don't think it should be easy to kill a tank I also don't think it should be hard enough that 24 rockets and 3 AV nades can't get the job done. I also don't think I should have gotten that close to the tank, but the driver wasn't that great and I got lucky. And I think thats what annoys me the most is that it makes it easy to get kills and hide while not being good at having a tank. Its just too easy not to die in a tank. My thought is that the tanks should be powerful anti ground forces that can be destroyed with effort just not enough that its next to impossible. If you have a differing opinion I encourage you to say what you think, just keep it nice.
Edit: good job forum, ate my post.
Edit2: New try at post
Just a couple things:
How long does it take to aim, lock and fire 1 set swarm missiles? How long does it take to aim, lock and fire 6 sets? Was the tank always in sight or did you have to move? Shooting 6 sets, assuming it was a militia launcher would have required 3 reloads, each taking 5 seconds.
On the tank side:
A Madrugar is mid-level armour tank, "only" is a little unfair although not altogether unsurprising to see.
Base shield and armour of a Madrugar is 900 and 2900 HP respectively. Using my skills, level 4 shield management and level 5 mechanics, this becomes 1079 and 3624 HP. Depending on the fit, the armour is likely to be anywhere from a starting point of 6000 on the low end, through to 7-8000 and possibly even higher.
Assuming a single large repairer 5 pulses, 3 seconds apart it would repair anywhere between 342/360/396/414 per tick, depending on the module used. Lets say 360 as the lowest meta module. So, 5 pulses * 360 = 1800 repaired in 15 seconds. 30 seconds cooldown.
If two small repairers were used, 5 pulses, 3 seconds apart would repair between 135/128/155/149 per tick. Lets say 5 pulses * 135 = 675. In this instance, staggering them would continually repair rather than waiting for the cooldown, as with the large.
6 sets of swarms would have done anywhere between 1260 (damage plus splash) to 1512 (with level 5 weaponary, level 5 swarm proficiency) for a total of 7520 to 9072. I will discounting the latter, as a level 5 swarm proficiency would be inclined to use higher meta launcher.
7520 (discounting increase/decreased damage based on shields/armour) could take a poorly fit Madrugar, but only if no armour repair mods were activated. Using my tanks stats, 1079 shield plus 8000 approximate armour, plus one repair cycle of 1800, it would be insufficient.
Given the length of time to shoot 6 sets of swarms, plus 3 reloads taking 15 seconds, plus positioning to get AV grenades close enough, I can see that repairer being activated a minimum of twice, if not more.
Hope that helps explain why a solo AV infantry with a militia swarm launcher and AV grenades (I have not factored in their damage, as I am unsure of the figure to use but should be countered by the multiple repair cycles due to the length of the combat) could not take out the Madrugar.
Things would change significantly when another source of damage is being applied at the same time. |