Sylwester Dziewiecki
BetaMax. CRONOS.
60
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Posted - 2013.05.11 00:08:00 -
[1] - Quote
Aegis Scientiafide wrote:Currently, HAVs are in a weird place right now where they're both very powerful yet overpriced isk-wise. There's no doubt that a tank is more powerful than infantry; in fact, come PC tanks as they are now will be a necessity to be competitive. The way they are now, tanks are a simple way to buy a clone advantage in any match-type (when was the last time you saw a dedicated tank driver get a negative kill spread?) Hell I predict PC will simply become a worse version of World of Tanks.
On the other hand, they're priced too highly. This game is geared towards specialization, and new players who wish to be tankers simply cannot afford to go this route. Given the nature of the game, the game should allow players to become full-time tank pilots. So how should CCP go about fixing this problem?
1) Balance them as if ISK doesn't exist; then, attach an appropriate isk cost.
It seems that right now CCP wants tanks to have a real presence on the battlefield as a major threat against infantry (since non-av weapons have barely any effect). As a restult, AV should be very effective against HAVs. A dedicated 3-man proto AV team should be able to absolutely devastate a full proto tank. This would allow tanks to still be formidable in their intended purpose, while the existance of a hard counter allows them to be priced competitively. I'd say a fully fit proto tank should cost a little more than 3 fully fit proto infantry units (slightly more due to the fact that losing a tank does not necessarily mean losing clones as you can bail from a burning tank).
2) Give easier access to AV equipment on the battlefield
This point seems to be completely ignored right now. One of the main problems in the game when dealing with tanks is the fact that a tank can spawn in, and those that are currently alive can't do anything about it. Not every map has a supply depot, and skirmish maps are quite large.
The solution would be to place 2 supply depots on every ambush map, and to allow every captured objective on skirmish to act as a supply depot. Ad 1. CCP made some tweaks at Vehicles modules price in this build, proto modules stand where the were but meta 1-2 is cheaper. Very big improvement is option to recall your vehicle, now you don't have to risk losing very expensive vehicle you always can call it back(even at the middle of ****). I agree that proto HAV(itself without modules) is expensive piece of equipment, but I think that this specific vehicle should be cover by corporations wallet. We could cut a little price of full fit by removing turrets - extra CPU/PG would allow to fit different fit's.. I think that separating skills for Pilots and Infantry forced Pilots to work in more tightened groups, now if you lose a HAV you can ask you buddy to be a gunner for him for next 2-3 random-skirmish, and he will be happy because Infantry guys usually doesn't have skills in what-to-do-now scenario and for example can blow up you cover by shooting target beyond their range. What I really, really would like to see is Pilot suit, but I'm looking at it realistically, and I know it's not gonna happen very soon.
Ad 2. a) Infantry can always have AV grenades and proximity explosive no matter do the HAV is present on battlefield or not, it doesn't take much effort to spend 1 equipment slot if you have them 4. And if everyone in team have AV grenade, HAV can forget about killing any one. b) I'm destroying or ask someone to destroy all supply depot before deploying my HAV, it is safer this way for me, beside today everyone can deploy to battle HAV just to recall it 5 seconds later - it may look stupid, but it is good distraction for enemy team. |