|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Skihids
The Tritan Industries RISE of LEGION
1204
|
Posted - 2013.04.19 14:34:00 -
[1] - Quote
Large vehicles must be multi-crew oriented in order to be balanced.
If one man can run a tank it is essentially a Titan suit. It provides superior mobility, superior defense, and superior offense. It packs a huge punch and never runs out of ammunition. It is a huge pair of scissors that requires a huge rock to provide the counter to balance it out. That counter has to be available to another solo merc just as the heavy suit is vulnerable to a shotgun scout. If one man can run it, one man can take it out.
Wait you ignoramus! How can you say that when my tank costs X times infinity?
I say that because we all know its folly to try to balance power with ISK. You can't buy invincibility with money. If a tank can be run solo it is a huge force multiplier, far more than any proto suit with full proto mods and a proto weapon. Get three guys to drop tanks and the power of that team is so great that the other side has no chance. Each owner/operator runs and guns essentially as if he were in a super powered dropsuit.
I'm in a freaking tank! It should take a team to knock it out!
Yes, if it took a team to operate it, but it doesn't. The rest of your squad is free to mow down the vulnerable enemy AV before it can fire. The game just can't support a Titan suit.
But even the current HAV cost is too high if we allow a single merc to provide a hard counter. Don't field what you can't afford to lose is the rule, and nobody could sustain the losses. Drivers would demand the power to survive multiple matches to recoup their investment, and soon that translates into a basic invincibility.
The only viable solution is to require multiple crew members for the more powerful vehicles. Only then can you rationalize needing multiple enemy units to kill it.
I don't trust random blue dots to run my tank! How could you possibly suggest that?
Neither would I, and I'm not suggesting that. I fly dropships and I know that I need a corp squad to make it work. What I'm suggesting is that you get a corp tank crew together. DUST is teamwork oriented and large vehicles should reflect that mentality. There is a far greater potential for enjoyment with a tight crew than any solo player. Training and learning to coordinate is both more complex and more rewarding. The tank can be far more capable, complex, and nuanced with a crew than it could ever be as a solo Titan suit.
So I'm supposed to buy this tank for my corp mates to run? How is that fair?
It's not. I have to deal with that problem as a dropship pilot and it bites. I shell out 780k ISK so my buddies can shoot things as I fly around, and if I lose it, I'm the one out the cash. With a shared vehicle would come shared expenses. CCP should develop a formal funding method when it introduces crews. Perhaps there might be a special corp account for a crew, or a larger fund for all vehicles that can be drawn on by authorized crew members. Sharing expenses would bind the crew together more as they would all have a monetary stake in survival.
So I have to coordinate my play with a whole crew? I'll never be able to just jump in a match for a little fun!
Yes, if you want to run a behemoth. But vehicle pilots should also have smaller, cheaper, and sustainable alternatives for solo play. Perhaps MTACS or light tanks, would fit the bill. You wouldn't be an invincible force, but you wouldn't go broke replacing it a few times either. It would let you use your core vehicle skills in pub matches without having to get a second job as infantry and train up a sole other skill tree just to play solo. |
Skihids
The Tritan Industries RISE of LEGION
1205
|
Posted - 2013.04.19 18:36:00 -
[2] - Quote
It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members.
It's basically forcing tight squad coordination.
I imagine the enemy quaking in their boots when one of those are dropped. |
Skihids
The Tritan Industries RISE of LEGION
1206
|
Posted - 2013.04.19 19:40:00 -
[3] - Quote
0 Try Harder wrote:Skihids wrote:It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members. It might be more powerful if it can soak up ten forge shots, two orbitals and repair all of that damage every thirty seconds, but I have a feeling that you would not consider that "balanced". If you're making a HAV driver a 6 or 7 man crew, it better be worth it. If you're not using at least a three man team, you're just doing it wrong.
I'm thinking about more than simple DPS. Tanks today are treated exactly like dropsuits, eHP and DPS with the latter taking precedence.
I'm proposing it take eWar combined with DPS to take down a multi-crew vehicle, and not just a simple "I turn on my eWar weapon and then shoot". No, that would then be potentially countered by eWar in the tank, which would require another response from the enemy.
The resulting strategy would be thus more complex and exciting than "I hit you first with the biggest club". |
|
|
|