Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.05.03 17:54:00 -
[1] - Quote
So, every thread i see are tankers complaining about how tanks are screwed now, and will be even more screwed after uprising. They complain about stats. stats. stats. stats. But there is no "what do i expect to be paid, what is my tank supposed to be able to do, how many kills do i expect to get." Lets face it, if i could be a God on the battle field, an unkillable killing machine- i wouldnt complain. But reality needs to set in a little bit. So i will give my opinion on what tankers should be.
Firstly, like ive said in my title, im a full time tanker. When im not tanking (cause of a really good team on the other side), ill play as a militia medic (explaining my 2.1 KDR). I think the way tanks are now are completely broken. In some ways they are overpowered, and in other ways they are underpowered.
This is my definition of a tank: A Tank should be a Vehicular Killing Monster. As it stands now, tanks have a hard time killing infantry, but it isnt ~that~ difficult. You have to litterly get that little rectle on a hostile and keep it there... while they are running for a few hits. I AM A MAXED SKILLED TANK. I usually get 15ish kills a match. I would get much more if i wasnt running from a sniper with AV grenads. But that is the problem. If i wasnt running from that sniper, i would get MORE kills. And tbh, that is OP. But running from a single sniper is also ********. So how do we break this cycle?
Its pretty simple, SENSITIVITY. If you go to your options, you can raise/lower sensitivity. This also applies to tanks. A heavy is ~supposed~ to be a lumbering sack of sand, not able to turn quickly. But with precision at 80+, it is no problem. Precision also effects a tanks turrent and how fast it turns. 80+ sensitivity and im whiping that thing around everywhere. There needs to be a standard turret rotation speed. You guys see that tracking skill? (makes the turrent spin faster) I lol'd so hard, sensitivity is much better.
So, that is alot of typing, i could type forever about this topic. So ill wrap it up with this: Tanks should be a PAIN IN THE ASS to kill. I should not be running from AV, and militia swarms. However, if i go solo and everyone has AV and milita swarms, then i should be worried. BUT RUNNING AWAY FROM A SINGLE SNIPER IS CRAZY.
A maxed skilled tanker should be getting ~15 kills a match. They should be making enough money to where they have to live 3 ambushes to break even. CCP, if you feel the tank is overpowered, then bring out a heli and fighter varient. Tanks kill jeeps and soldiers, helis kill tanks, fighters kill helis. Everyone is happy. |
Busty M4rinara
SVER True Blood Unclaimed.
17
|
Posted - 2013.05.03 18:04:00 -
[3] - Quote
XANDER KAG wrote:Busty M4rinara wrote:AV grenades. These are beyond overpowered. They deal alot of damage and have no skill to use. Instead of a grenade launcher (aka noob toob), they make an entire gun nothing but noob tubes. And wonder why there is so much hate.
Now you have a grenade that is unlike any other grenade. It blows up when CONTACTED by a vehicle. No timers are involved. That is beyond ******* ******** CCP. Get your act together. What if they SLIGHTLY reduced the damage of the grenades and got rid of the homing mechanic altogether would that be enough of a nerf?
In regards to my above post a few things need to happen: The tank needs more.... tank. Whether they increase tank HP or reduce damage from AV and swarms, that is up to CCP.
However when a AV does more damage than a swarm laucher, this is imbalanced. Greatly. AV needs to lose some of its damage, and NOTHING SHOULD HAVE HOMING CAPABILITIES. I can sympathize with the swarm launcher since it isnt instant damage. But a swarm should do much less damage compared to a forge gun because of that.
If it is a noob gun, crap damage (AVs, swarms, mass driver).
I still dont understand how CCP thought a mass driver was a good idea with the splash damage being that rediculous. Someone needs to slap them silly.
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