postmanclark2 wrote:I was watching some of the youtube videos from the training ground on tanks and come up with a few points, that have probably been made before; but I felt like I had to make to CCP.
Even though I am not a tanker, I donGÇÖt believe they are OP; what I do believe, is that there are certain areas that could be tweaked, in order to make the game better balanced.
I think that like the soldiers on the battlefield, vehicles should get limited ammo and have to resupply at the supply depot. I was watching the training ground video, and the tank went the whole game without dying; which isnGÇÖt the problem. However, what was an issue IMO, was that the tank was blanket firing the whole area; meaning there was not much the troopers could do, apart from hide behind cover. How many rounds were expended in the 15 mins that I saw, 10000 at least?
Do you ever see a trooper, blanket firing on an area for the whole game? I mostly use a logistics; but it has happened on more than one occasion, where I have run out of ammo and have had a desperate charge to the supply depot or nanohive, in order to get some ammo (which coincidentally has lead to my whopping 3 melee kills in the game). This kind of thing should be applicable to a tank.
This would also help solve an issue, that I have where tanks blow up supply depots; itGÇÖs a good thing for them to do, as it means no swapping of suits for an AV fit. But if they were to need the supply depots as much as the troops do, then it would be a fair solution. Tanks would have to defend the supply depots to get their ammo, and troopers would need the supply depots to change their suits.
Another area, which I believe is lacking in the fight against vehicles GÇô is that of explosives. The last time I checked the market, there were no statistics for remote explosives or proximity mines, on how much damage they done. This is unlike the rest of the game. I feel that REs and proximity mines should be a viable solution to deal with tanks; let us know how much damage a proximity mine would do, so we feel more compelled to equip them against tanks.
A side issue with the REs is that, they should be able to stick on the tank or surface (whether all of them, or just the better ones); this way, like the introductory video of Dust that I saw at some point, you could stick them on the tank and blow them.
I also feel that the treads on a tank should be more vulnerable, and that the more damage they sustain, the slower the tank gets; until a point is reached where the tank cannot move anymore. This way when targeting a tank, there would be more than one way of stopping it.