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Cat Merc
BetaMax. CRONOS.
798
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Posted - 2013.05.04 10:36:00 -
[1] - Quote
If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be? |
Cat Merc
BetaMax. CRONOS.
800
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Posted - 2013.05.04 10:56:00 -
[2] - Quote
Cosgar wrote:Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank. I wish to counter your question with a non related conclusion, ended with a question: AV is too effective and versatile. Imagine if you were a shield tanking caldari assault. Now imagine that everyone on the other side of the field had scrambler rifles, flux grenades, and viziams, specifically to deal with you. Congratulations, now you know what a pilot/driver of any vehicle feels like. AV grenade damage should be scaled down to sacrifice damage based on their versatility. Why even spec into swarms, forge gun, or even plasma cannon when you have 3 overly effective tank poppers in your mid slot at the fraction of the SP and probably a nanohive in your equipment slot to spam them? When a tank or any vehicle hits the field, there's a chance that up to 16 people have AV ready for them, which counts up to 48 thinks that can pop that vehicle very effectively. Hell, on the 6th, that's 72 of those little buggers ready to instapop a vehicle just because they can. So yeah, ask your self, is that really fair? All the items you listed take out shields in under a second. Last time I checked my proto AV + 3x complex damage mods and maxed out damage skills can't take out shields and armor in one go. In exchange for the extra crew men you need you will get more damage and more eHP.
Tanks shouldn't just be overly expensive dropsuits. |
Cat Merc
BetaMax. CRONOS.
802
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Posted - 2013.05.04 10:59:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:[quote=Cat Merc]If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?/quote]
Tank driving has a much much much higher ISK cost, and I'm pretty sure its more SP costly as well. Read below. We both know ISK balancing is a bad way to do it. Considering each team has 16 players, if three of those are AV the enemy has a huge advantage. So it should take the same amount of people for the enemy. In EVE this isn't a problem because you can field how many ships that you want. |
Cat Merc
BetaMax. CRONOS.
802
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Posted - 2013.05.04 11:02:00 -
[4] - Quote
Jason Pearson wrote:IF you're playing solo as a tanker, chances are you're going to die unless you're a railgun tank. Time and time again I run with a Squad but they cannot stop the AVer from popping me because he's in the distance, or on a mountain, or in the redline, or on top of a tower. Three Shots with a proto forge, boom. And that's how it should be, a solo av can take out solo tanker. Solo AV won't be able to take out a two/three man tank.
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Cat Merc
BetaMax. CRONOS.
802
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Posted - 2013.05.04 11:09:00 -
[5] - Quote
No loss of effectiveness? How do you figure? If I have a swarm launcher I give up an AR/LR/SR, which are all anti infantry weapons. I will be left with a SMG.
AV grenades force you to get close and personal with a tank, if its a blaster tank that's the last thing you want to do. |
Cat Merc
BetaMax. CRONOS.
802
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Posted - 2013.05.04 11:17:00 -
[6] - Quote
Cosgar wrote:Cat Merc wrote:No loss of effectiveness? How do you figure? If I have a swarm launcher I give up an AR/LR/SR, which are all anti infantry weapons. I will be left with a SMG.
AV grenades force you to get close and personal with a tank, if its a blaster tank that's the last thing you want to do. Because you don't have to give up your AR/LR/SR to use AV because the AV grenade can do the job just fine. Even if you have to get a bit closer, those things do an absurd amount of damage. I'm just saying make the grenades weaker, but AV light weapons more powerful to balance things out. Nah. AV light weapons are already beasts, no need to "balance things out" if you nerf AV nades. |
Cat Merc
BetaMax. CRONOS.
805
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Posted - 2013.05.04 12:48:00 -
[7] - Quote
Charlotte O'Dell wrote:Only when eve ships require 2 pilots. Actually, EVE ships have hundreds of people piloting them. The capsuleer gives them commands and they do the stuff. Also, there is no AV vs Infantry in EVE, so your point is dumb. |
Cat Merc
BetaMax. CRONOS.
805
|
Posted - 2013.05.04 12:48:00 -
[8] - Quote
Paladin Sas wrote:really your tank should be split up into roles, and require a 5 man crew. you need your: Driver Gunner Radioman Loader Commander
without all the seats filled, the tank should seriously lose effectiveness and even lose the ability to perform certian functions 5 would be too much. I think 3 is a nice sweet spot. |
Cat Merc
BetaMax. CRONOS.
808
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Posted - 2013.05.04 15:06:00 -
[9] - Quote
Mister0Zz wrote:Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
We both know that money is not the way to balance (Pooping Titans on demand).
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank. I understand your point but your basic logic here is flawed. The only thing that should be able to take on a tank solo is another tank. That is how war is fought, the next step being if one force cannot field tanks then their infantry works together to overcome the enemy armor. I appreciate where you're coming from but the nature of this Galaxy is that fortune favors those with a fortune. So my team should field 12 tanks and 4 people to capture points? Because money is really not a problem for a corp in Planetary conquest.
The number of people that are needed to counter something should be the same as the number that takes to use it. |
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