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).