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2011-11-27, 03:23 PM | [Ignore Me] #16 | |||
Major
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1) none 2) main 3) secondary The passenger/gunner will get choice like lightning interface when the driver selects none.
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Extreme Stealthing |
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2011-11-27, 03:52 PM | [Ignore Me] #17 | |||
Captain
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Tracked tanks could give the gunners control of both weapons as well, or the secondaries could be used by the driver. I dearly hope that these will get nerfed as soon as they add buggies to do proper AA. |
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2011-11-27, 03:56 PM | [Ignore Me] #18 | |||
Brigadier General
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I still say that the idea of a modification that simultaneously removes the main gun, boosts the tanks armor and gives the gunner an extra powerful turret would be the most viable alternative that could still be used with the current system. It would work for all 3 ES tanks, including the new Magrider. It would prevent tanks from acting as one man AA tanks (if that's something that the devs wish to avoid). It would reward dedicated driver/gunner combos by giving them extra protection, while allowing them to do almost as much AV damage as tanks sporting driver guns + AV gunner turrets. They would be less versatile than other types of tanks, but would be the undisputed champion of tank vs tank combat. All that the devs would have to do: Add a good looking visual to replace the missing main gun Add a new, extra large gunner turret Possibly add a visual representation of the tanks extra armor Plus the usual tweaking around of stats and balance testing. Their new system would remain intact and still be viable options on the battlefield, while old school PS1 tank drivers and gunners would get to have their more familiar system available, and also still viable. |
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2011-11-27, 07:52 PM | [Ignore Me] #20 | |||
Colonel
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2011-11-28, 04:35 AM | [Ignore Me] #21 | |||
Sergeant Major
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There is only one reasoning for this that is actually valid; they want to pull in players from BF series who are used to this kind of driving sheme (who by the way are also used to solo play and don't give a damn about teamplay). |
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2011-11-28, 04:01 PM | [Ignore Me] #22 | |||
First Lieutenant
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I think the secondary gun would be just fine for the tank drivers, a forward mounted 180 degree arcing weapon (strait mounted for the Magrider). As long as the driver can have his fun gunning then why does he need the big cannon? |
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2011-12-01, 06:49 PM | [Ignore Me] #25 | ||
Private
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When the game is in beta, we really just need to get a group of people to try fighting 1 man tanks vs 2 man tanks. See which side does best, and also see what the rest of the beta playerbase does normally.
Maybe 1/2 the tanks with 2 people in them is better, but most people will still solo tank because it is good enough. I hope that if everyone taking their own tank is better than teamwork that it will not make it out of beta that way. |
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2011-12-01, 08:25 PM | [Ignore Me] #26 | |||
First Lieutenant
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The reason is because of the level of damage needed to take out the two tanks compared to the level of damage needed to take out the one. 2 tanks, double the damage, double the armor. And if that secondary gun is even remotely less potent then the primary cannon, well the 2 man tank probably won't even take out one of the opposing tanks before dieing. Don't get me wrong, I'm not saying a two man tank is useless and pointless, however in a tank on tank battle, with only 1 type of target to contend with, there's not point in two people jumping into the same vehicle. This point by itself makes it very likely that this kind of design will turn the game into tankside. No matter how you slice it, no matter how you argue for it, no matter how you spin it. On paper this is a bad idea. But I guess we'll see. Last edited by Blackwolf; 2011-12-01 at 08:26 PM. |
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2011-12-01, 08:35 PM | [Ignore Me] #27 | |||
Lieutenant Colonel
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+1 If the driver can also get interesting mechanics (radar/countermeasure/speed boost/redirecting armor/etc...) when losing its gun, it would be even greater. It would also justify a specialization in vehicles for the guy with the certs. |
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2011-12-01, 08:44 PM | [Ignore Me] #28 | |||
Colonel
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-Ease of operation. The gunner can focus solely on gunning. Assuming he has an AV gun, he will easily be more effective at putting out damage than a driver who has to split his concentration between two activities. The PPC on the magrider would improve dps by ~50%. Rarely gets used. -Other threats on the battlefield. The vehicles are not in a vacuum. 2 tanks with no gunner = dead meat to any air that happens by. -Cost. Getting two tanks will be more expensive than 1. -And frankly, they could do something as simple as up the hitpoints when you add one of the turrets, or perhaps there is an active defense that the gunner can control. |
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2011-12-01, 08:53 PM | [Ignore Me] #29 | ||
Brigadier General
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I don't think solo tanks being overpowered and turning it into tankside will be the problem. The only problem I foresee is having 2 man tanks, of any kind, be rare at best, used only occasionally for AA support and nothing more.
Beta will tell though. No sense griping over it since the Magriders design clearly indicates that it won't change. Honestly, if they wanted to, it wouldn't be that hard to just make the gunners turrets be way more powerful than the drivers "main" gun. They could still keep the driver guns far more effective than PS1's Magrider PPA. If the Vanguards 150mm can do 500 damage per shot, give an AV gunner turret 1000 damage per shot. Make it be laser guided AV missiles. Make the missiles way more effective against vehicles and terrible against infantry, while the 150mm can do some decent AI and AV damage. There are so many ways that they can fix this if it ends up being fubar, which it still may not be. I still think that having a classic, PS1 style variant with a dedicated driver/gunner would be great, although it would be better to have it balanced against 2 man tanks instead of solo tanks. The solo tank vs two man tank would really need it's own balancing outside of it. Last edited by Xyntech; 2011-12-01 at 08:58 PM. |
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