Leither Yiltron
KILL-EM-QUICK RISE of LEGION
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Posted - 2012.12.25 21:11:00 -
[1] - Quote
Ellen Mobius wrote:Even tho the tank is superior in firepower it still loses because it can't hide from swarm launchers or forge guns.
This isn't true in the slightest. It's actually impossible to kill a high level tank that doesn't want to be killed that is manned by a good driver. Heavy suits are slower than tanks, and neither Forge Gunners nor people with Swarm Launchers can stand out in the open getting good shots on a tank. The only thing infantry AV can do is push a tank out of an area, but even then you have to devote at least 2 people to a single tank. This is more manpower than the single driver required in a tank, and 2 ground-based AV players are really not much of a deterrent.
Ellen Mobius wrote:
This promote gameplay where you basically have one tank staying behind acts more as a stationary turret.
A stationary turret with the ability to move, I suppose. What you're missing here is that railgun tanks still have moderate effectiveness against infantry, and that tanks are much more mobile than your posts suggest.
Ellen Mobius wrote: Tank vs tank play Basically a railgun tank is better than any other tank combination due to high damage and high rate of fire. Mobility does not count due to the low elevation of angle of the trajectory. If you have several tanks on the battlefield, the one with more railguns wins.
That's the point of the turret system. CCP have constructed a one-dimensional range of effectiveness: Infantry - Vehicle. On the two ends you have Blaster - Railgun, and in the middle you have missiles. I'm not sure that there's a complaint stated here.
Ellen Mobius wrote: IGÇÖll not discuss the usage of air play vs tanks but I feel that railguns shut down air units pretty good which shouldnGÇÖt be the case. In general air units should always be superior to tanks.
Yes, Dropships are now useless. There's no reason they should outdo a tank at a tank's job by any stretch, but they certainly die way too easily to make them anything except flying death traps when any form of AV is on the field.
Ellen Mobius wrote: a shield or armored tank will never be more effective in ISK compared to a AV team.
This statement actually doesn't make sense. The element you're truly missing about how tanks work with relation to infantry-based AV is that a tank does not have to hide from an AV team for a large window of time, nor is it defenseless to other members of the enemy team. Meanwhile AV infantry have to hide from the tank they're shooting constantly while also worrying about enemy infantry AND trying to get clear shots on the tank, which isn't trivial. A fully done up Sagaris can easily take 10 or more shots from Forge Guns or Swarm Launchers before dipping into armor, which gives a tank ample time to duck away from battle when it's in danger. Meanwhile you only need 1 player in a tank, and anything less than 3 people in AV to combat a tank is laughable. The ISK cost doesn't matter, because a tank will rarely die when driven properly. Plus, a tank hiding behind a mountain can come back later with more health to terrorize the enemy again. 3 guys in AV who don't have a tank to shoot are a huge liability to a small team.
Tanks are so hugely effective that right now the only proper way to counter a tank is with a railgun tank. Maybe when the player counts in corp battles are brought up to 16v16 and higher infantry based AV will come into its own, but if you have to devote even two people to infantry AV against a tank manned by 1 person, you've already lost an 8v8.
In short, your conclusions are wrong. Tanks are one of the most cost effective weapons on the battlefield. If you're having a hard time winning with a tank, in pub games or in corp matches, you're doing something wrong (granted your enemy doesn't match your tank). Any further buffing would be nothing less than silly, except to Dropships which CCP still haven't actually looked at fixing for a long time. |