Forum Discussion
I think all explosives could use a slight radius increase for splash damage.
That being said, tanks can survive a bunch of rockets already. Just today, I hit a tank in the back with an RPG, but driver had emergency repairs and refaced while I waited for the RPG to reload. Then sent all 4 of my remaining rockets into the tank; and it shook it off like it was nothing. No engineer repairing it or anything. Just the built in repair module and properly positioning (I gave kudos to the tank driver, many would not have responded so well).
I think the big issue is there is no reason not to run RPGs for Engineer. The other gadgets are just not anywhere near as powerful, so most engineers are running with RPGs. Stingers are not really great against air vehicles, so you are better off with RPG for hitting helicopters. Javelin is a joke. First launcher with its "Top Attack" does less damage than an RPG to the back (and since it Top Attacks, it never hits the weak spot). EoD bot is a novelty, some people love it, but honestly, it's not better than RPGs. Weapon Crate is situational. Mines spacing nerf has made them less than stellar.
I think part of the problem is having 3 gadgets. Repair tool used to take a gadget slot, but now it is a free be to all Engis; so in the old days, to repair, you only could have one other gadget. This led to fewer people having launchers, because some liked mines, others like EoD Bot, etc. Now, Engineers can get everything, and it leads to too many RPGs on the field.
It is over saturated. If Engineers had other gadgets that would maybe thin the herd so to speak. But already RPGs are not powerful enough alone (even getting the drop on a tank), if the tank driver knows what he is doing. I don't think they need a damage nerf, I think DICE needs to come up with something that will encourage some players to not run RPGs.
- TriassicStan2 months agoNew Rookie
Interesting idea; I hadn't thought about that. I'd be agreeable to less saturated RPG presence in games. That could definitely work. And just like with your enemy tanker responding with repairs and great positioning, I can't say tanks DON'T work or CAN'T work. I'm advocating for them to work better. Less RPGs, lower damage, more health, longer APS duration - all can work to improve tank gameplay. The most conservative change would be to return repair tool to gadget slot and reduce the amount of rockets on the map.
- Osc_Binary2 months agoNew Hotshot
Yeah, I haven't focused on vehicles as much as previous battlefields; but the times I have been in tanks, there are definitely times where it is like 6 engineers firing rockets at you, which obviously a tank should not be able to survive (unless they have many engineers healing them as well).
My concern is, with good play, a single engineer should be able to stop a tank (hitting weak spots, setting up traps with mines and rockets, etc), that is their specialty. So, buffing the tanks or weakening the RPG could take that away and make it a guaranteed failure for a single Engineer (as opposed to the current state where it depends on engineer's ability vs tank's ability). Given how poorly people coordinate in this game, I could see many matches where tanks are just uncounterable, especially if they get any infantry support.
I do think the best solution is to give engineers something else to choose for their gadget slots so that every engineer isn't running RPGs and whatever specialty they want to focus on (or reduce gadgets on all classes to 2 again, which would also solve some other issues, like Flashlight, Laser and Fire Mode all being tied to one button and dependent on aiming state to switch the appropriate one for controller users).
- TriassicStan2 months agoNew Rookie
Honestly, with 24 players on a team for Breakthrough and more for Escalation/Conquest, I really don't think a single Engineer should be able to just shred a tank all by himself. I know that is probably controversial, but my thinking is that even 3-6 engineers (there can easily be more than that in these larger modes) could spam-suppress tanks from the beginning of games, especially on maps with long sight ranges like Firestorm or Liberation Peak. That has the strong potential to make tanks too counterable. I'm reminded of the Protoss Immortal in StarCraft 2 which started out as a "hard counter" to Terran Thors and Siege Tanks, but which was then nerfed into a "soft counter" so Terran mech players could still exist.
This is what leads me to advocate far more on improving tank's splash damage consistency and your engineer gadget slots idea instead of trying to insist on reducing RPG damage or increasing tank HP. With better splash vs infantry (not necessarily larger splash), tanks don't receive an unnecessary buff that would destabilize game mechanics or counter-class playability but they do get a reasonably increased ability to fight against large or skilled ATGM teams.
Again, I do like your idea about gadget slots; I think that shows promise. Honestly Osc_Binary, even with your engineer-oriented focus and my tank focus, I think we could absolutely try out some great ideas to improve tank/AT gameplay. If we were devs I'd love to work with you. Hopefully they see this exchange and reach some inspiration.
- RAIDILBATTLECRY2 months agoNew Rookie
everything osc_binary said plus 100% all explosive splash damage weapons and tossed weapons needs boosted in radius