Forum Discussion
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.
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.