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PSU: Whipping the Llama's ass
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2012-07-14, 07:13 AM | [Ignore Me] #541 | ||||
Sergeant Major
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The arguments for dedicated d/g setup are along these lines:
solo - ES aircav solo - Flash solo - Lightning soloable - Liberator soloable - MBT I see no vehicles in that list that require a team of two or more peole, do you? |
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2012-07-14, 07:19 AM | [Ignore Me] #542 | |||
Master Sergeant
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i dont give a crap about realism |
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2012-07-14, 07:30 AM | [Ignore Me] #543 | |||
Corporal
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Thanks for summing up 36 unread pages. Last edited by sumo; 2012-07-14 at 07:32 AM. |
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2012-07-14, 07:36 AM | [Ignore Me] #544 | |||
First Sergeant
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2012-07-14, 08:55 AM | [Ignore Me] #545 | |||
Lieutenant General
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Liberators were frequently used solo in air and air to ground combat (particularly during one event where Reavers and Mosquitos were removed from use by SOE). En mass (when outnumbering an enemy), their endurance with better front gun firepower becomes more important than their capacity to maneuvre as their wingman get the chance to cover the others without being fired back at. So you can compare that to the situation where a group of MBTs outnumbers a single, "enhanced crew" MBT: they simply overwhelm it with total endurance, where they'd have lost one on one. So if aircav would have required more manpower, the comparison would have stood up as when making the choice, you would have had to choose between more units with high armour or fewer units with more agility. Instead, aircav is also solo and with equal numbers to pick from, agility, speed, firepower and flexibility trumps endurance+firepower. If aircav had required three players though? So yes, it's the better solo option as you can have equal numbers of aircav for the amount of Liberators you can bring. That's where the comparison falls flat: there's no other, better solo units. And with MBTs, these ARE the best solo units for their vehicle category. Last edited by Figment; 2012-07-14 at 09:00 AM. |
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2012-07-14, 09:46 AM | [Ignore Me] #546 | ||
Private
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I think you should also consider resource cost here. Everything we've seen so far is in no way indicative of what effect resource cost (and cooldown) will have on vehicle use.
Your main point against the driver/gunner, soloable vehicles, seems to be that they would be too powerfull for a single person and everybody would get one. Yet you never once considered the fact that these vehicles cost resources and have cooldowns (therefore cannot be spammed as you describe). Both the resource cost, and cooldown will mean using 2 or more people in a single vehicle will almost always be beneficial in the long term (sure you could have everyone in your team pick up an MBT and not have any gunners but apart from the fact that they will get destroyed by AV infantry and air vehicles since they have no second gunner, this style of play will also leave your entire side resourceless in a very short timespan). The possibility of having a cert that allows for 3 people to man an MBT has been suggested and it makes no sense that people still argue against that as well. On the one hand you have people opposing the driver/gunner system because it's "too easy", and on the other you have people saying it's "not as efficient as separating the driver and the gunner". Would you please make up your minds ? Which is it ? OP or not good enough ? |
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2012-07-14, 10:24 AM | [Ignore Me] #547 | |||
Sergeant Major
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Resource cost... let's just assume for a second that an MBT will cost a lot of resources, do you seriously think anyone would pull one? We saw how easy they die now, the TTK on a tank is like 4 seconds tops. It woud be a waste of resources and never used in game. There is no way the cost of any vehicle would be high. Maybe you will not be able to constantly pull them and die without scoring any points, but if you idle around a bit, the automated resource gain should be more than enough to get a new MBT. Remember PS2 is a fast paced game with short TTK, high resource cost would only result in a forced foot zerging, that won't happen. Last edited by Azren; 2012-07-14 at 10:26 AM. |
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2012-07-14, 10:34 AM | [Ignore Me] #548 | |||||
Private
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You seem to assume that the values you see now (for everything from resource cost to TTK) will be the same when the game releases. I doubt that will be the case.
I did read your arguments, I just don't agree with all of them. In particular:
But touching on your first point, which describes lower survivability with a driver/gunner setup: I agree, which is why it makes PERFECT sense for a high level cert that allows you to spawn a tank with 3 slots instead of 2, while leaving the driver/gunner option as default.
And as you described above, 3 people would make the tank better than 2, so it would fit in nicely.
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2012-07-14, 11:12 AM | [Ignore Me] #549 | |||
Sergeant Major
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There are three arguments in this thread:
1. Being able to solo operate an MBT is overpowered. 2. Driving and gunning at the same time is less efficient than driving and gunning being split between players. 3. The game needs to encourage team-play. My responses to these are: 1. Being able to solo operate an MBT is only "overpowered" if resources are meaningless. There are still many situations and variables that point to soloing an MBT would not be stronger than using the cheaper lightning. 2. Anything that both improves general access and the skill ceiling in the game seems like a very good thing, so I disagree that it is a problem. 3. The game needs to encourage team-play... and it does. MBTs are less valuable when driven solo for all the reasons from argument 1. Libs, Sunderers, etc. are relatively pointless without other players working with you. Personally I would rather the game's vehicles be accessible and teamwork encouraged than to restrict the game's vehicles and try to force teamwork.
Go soak yourself. I have NEVER said it's okay to forego balance. Nor do I think that I or other people are desperately trying to increase individual power over other 1-crew vehicles in the game. You conclude that solo-driven MBTs are imbalanced, that's your view, not the word of God or concrete fact, in fact there is no concrete fact about what is over powered in the game because Beta has only just started, and even in Live there's a very good chance they'll patch things for the sake of balance when necessary. In the mean time: I have said over, and over, that the likely balancing factors for 1-crew MBTs are: 1. Lower individual firepower. 2. Lower flexibility. 3. When used in place of being a gunner for another MBT: greatly increased resource costs. In my view, pending costs, a 1-crew MBT should be about as powerful as a Lightning (including "intangibles" like speed and manueverability) in total with focus on different areas (AV firepower and/or Health vs. Speed being the main example but not the only one). If it is particularly expensive in relation to a Lightning (like, 225%) then that can go up slightly... again as long as resources are balanced/meaningful, and only slightly. You say people are horribly underestimating the value of 2 1-crew MBTs, and I say you're likely overvaluing it. I also say that there isn't enough information because the resource system isn't balanced yet (at least such that we have any good information on it). You also say that 1-crew MBTs don't encourage team-work... then go on to describe how multiple MBTs with just driver can work together to flank multi-crew MBTs... I'm not sure how that isn't teamwork even if that turns out to be viable when you consider everything else, like infantry, terrain, and air support, which is dubious to me on top of resource considerations. Teamwork doesn't only mean being in the same vehicle. Teamwork means working with others, whether it be other friendly tanks, crew-members, infantry, air support or whatever. 2-crew MBTs inherently support teamwork but it isn't the only thing that does. We aren't at this point talking about the difference of 2 and 3-crew optional variants with the same overall capabilities. We're talking about 1 vs. 2 crew and why it is balanced because resource to resource the capabilities are cut in half in Firepower, group maneuverability, adaptability, and battle-field awareness. I understand in PS1 the limiting factors were spawn timers and people with certs, but there are new mechanics now, you can't base everything on manpower alone. |
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2012-07-14, 12:26 PM | [Ignore Me] #550 | ||
Sergeant Major
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Smedley on driver/gunner tanks: I realize a lot of PS1 players are going to look at stuff like this and be uncomfortable. The truth is part of our job is to get more people able to play the game right when they jump in.. but we have to balance that with making the game still be Planetside. Changes like this are just straight up more fun
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2012-07-14, 02:19 PM | [Ignore Me] #551 | ||
Private
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Driver/Gunners... YES!
It's my tank, I want to shoot the cannon. If you want that "dedicated gunner experience", then I would not be opposed to ALLOWING the owner of the tank to designate dedicated gunners. In fact, I think that would be awesome. Driver/Gunner does not diminish teamwork. It frees up more people for tanks and requires even more coordination between more tanks for effective field dominance. You don't need to discourage soloing. You don't need to give a buff to people who coordinate. It will happen passively as coordinating people will have an innate advantage. Solo Tank VS Dedicated Gunner Tank - They have the same cannon, but one will be more mobile because the driver can watch where he's going. It takes care of itself, and it's nice to not have to sit around waiting to get a gunner. |
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2012-07-14, 02:38 PM | [Ignore Me] #552 | ||
First Lieutenant
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I'm sure the new setup will work fine. And in practice, as people have mentioned, the backup gunner watching your six will be critical, since tanks can be nearly one-shoted from behind now. Intelligent crews will "do their jobs" while idiots will not.
It's just a preference thing, more than anything else. I don't like certain aspects of the current system, but it really isn't "the end of the world". And what is Buggsy even doing here? He left PlanetSide, I thought. Get going already! |
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2012-07-14, 04:02 PM | [Ignore Me] #553 | ||||
Sergeant Major
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There is a major problem with the suggestion to allow dedicated gunner as a cert for the tank: You would need one extra man to operate with the same firepower as a tank with drivergunner. That is a hefty price to pay and not balanced. For this to work right, a tank with the optional dedicated gunner would have to sport greater armor than the normal counterpart. This also doesn't solve the problem with the magrider. There the devs could create a secondary model (with rotatable turret of course) which gets spawned if the cert is active.
Besides, you can not seriously belive that your gunner will watch your 6... he will look forward just like you, probably shoot the same enemy as you. Or do you think he will keep watching 6 when he knows that his tank is being damaged by an enemy at 12? |
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2012-07-14, 04:33 PM | [Ignore Me] #555 | ||||
Private
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See, this is what I was talking about. You contradict yourself here.
First you say:
But then you say this:
And if having a dedicated gunner is better isn't that balanced ? So which is it ? Is drivergunner bad because it's too powerful, or because it's too weak ? |
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