How to properly balance tanks

Discussion in 'PlanetSide 2 Gameplay Discussion' started by UberNoob1337101, Jul 29, 2015.

  1. UberNoob1337101

    Revert the phase 1 HEAT and HE nerf.

    Improve map design so every hex has a place and a role for Lightnings/MBTs with minor/decent advantages/disadvantages to Tankside and Infantryside. (Instead of choke points and linear pathways everywhere)

    Nuff said. There is nothing else you need, because :

    1. Now all main gun types become viable and useful

    2. Tanks can instead of getting impenetrable super armor get an ability to dodge and maneuver around, a more helpful trait for mobile and aggressive tankers while campers get a kick in the balls as they deserve it for being unaware.

    It isn't very hard to do and doesn't require a ton of revisions.
    • Up x 2
  2. Xellon

    I'll just leave these two Snippets of your Text here for you to think about them and what could be wrong about them, in the context of 4 playable Continents, each of them with several square kilometers of open space to drive around in relatively freely...
    • Up x 2
  3. UberNoob1337101

    Current state of HE and HEAT is miserable and there was nothing wrong with the HE/HEAT shells before.

    The map design is going to take a while though, but it is still better than spending ages nerfing stuff needlessly and releasing bland NS weapons.
    • Up x 1
  4. MarkAntony

    ahahahahahahah lol so funny... oh god you are serious, aren't you?
  5. Scienta

    If the devs had taken any notes from PS1 (which they didn't, ever, and they are worse off for it) they would have understood one thing the game done well, and that is vehicle balance, and the way they did it, is make it so battles over major facilities were layered.

    You had 3 layers to a battle in PS1:

    The first being the one where the enemy is outside, you have the gates up, and players man the wall. This is an external fight, and lasted, depending on how well coordinated/numerous compared to the defense. Typically it would last up to 20 min, down to 5. Vehicles in this scenario are key, for shelling pockets of infantry on the wall, destroying turrets, and destroying enemy armor seeking to blunt the strike. On the defensive side, use to intercept, and harass the assaulting force, as well as providing another layer the enemy has to slog through before the walls.

    The second was the courtyard, the inner wall. This is after the assaulting force broke the defense on the wall, and have pushed in. This is when vehicles dominate. Typically resistance here is scattered, as they have been pushed off the walls, so tanks typically just play cleanup, and hardly take a casualty. Sometimes however, fighting in this layer can erupt ferociously, if the assaulting force has not taken out the defender's AMS, and the defenders can reliably field and push with infantry.

    The third and final layer, is the actual base fight. No vehicles allowed, infantry and MAX fight it out in a 3, sometimes 4 layered complex trying to take the CC (control center, you had to manually hack it, instead of sitting next to it, oh how have things changed)

    With this system, it made it so vehicles were heavily used, they were siege makers and breakers (oh yea, that's something else PS2 didn't take, the idea of a siege) They were the defining factors in base fights, of who won the first two phases, or lost. But, at the end of the fight, it came down to close quarters infantry fighting.
    • Up x 3
  6. Obscura

    I do miss being farmed by HE prowlers lol, honestly tanks after that nerf are pretty much pigeonholed into taking AV because HE is so weak against infantry and HEAT doesn't do enough damage to other tanks in tank v tank battles. It's kind of boring, tanks should be a big threat, but I guess with the current resource system they can't be TOO powerful in all areas lol.
    • Up x 2
  7. UberNoob1337101

    There's no reason to use HEAT and HE over AP, requires nearly as much effort to hit something and kill it with HE and HEAT while I can enjoy the same protection against infantry and get vehicle kills easily. You don't like me being serious?

    Also a note to Obscura and Scienta, seems like tanks had a much bigger role in the previous game and before the phase 1 nerf. Now their main task is to kill sunderers, which is fine by me, but it needs to be looked into.
    • Up x 1
  8. MarkAntony

    so balanced

    • Up x 2
  9. Pikachu

    On release all HE and HEAT cannons had 1000 splash with 2x the current radius and flak gave 25% protection.
    • Up x 3
  10. JohnGalt36

    The HE/HEAT nerf should obviously be reversed. Especially in light of all of the AV BS that's gone on recently as well.
    • Up x 1
  11. UberNoob1337101

    Mental returdation in the NC ranks of blindly charging into a death trap for 5 minutes doesn't mean something is OP.
    Take a look at this :

    It doesn't mean that the Prowler is OP, it's that VS on that server just suck.
    • Up x 1
  12. MarkAntony

    no the stats say that the prowler is OP. but do go on.
  13. Ronin Oni

    I have no problem 1 shotting inf with AP honestly

    Splash is just there if you barely miss you'll do some damage.

    What I'd like to see them do is extend HE's blast raius back out to what it is, but keep the damage at current radius the same, so anyone caught in the extra radius takes marginal damage at best. It's still suppressive and forces people out without killint them though, that's the idea.

    HEAT doesn't really need much of anything changed... maybe increase damage within 1m. HEAT and HE should both kill within 1m against targets without Flak (1m is a very VERY short distance. Half a player models height) and start dropping DRAMATICALLY from there.

    HE is well and truly useless trash now, and HEAT really offers nothing ovre AP anymore. They were too much before, but they were over nerfed I think.

    I would still use AP... I just want more tanks to run HE/HEAT for free-kills :D
    • Up x 4
  14. Gammit

  15. LIKE A BOSS!

    That was back when almost everything was OP.
  16. ATRA_Wampa-One


    I like the part where he gets 50 kills within like 90 seconds.
    • Up x 1
  17. ColonelChingles

    It is interesting to see how usage changed after the HE/HEAT nerf:

    [IMG]

    Prior to that of course balance wasn't perfect. It probably would have been normal to see HEAT as the most popular option, but HE was definitely already a weak, underperforming option. HE should have been buffed, not nerfed, until it would have been as popular as AP.

    But immediately after the August 4 HE/HEAT nerf, HEAT moved from a generalist weapon to a "specialist" one, special in the sense that you used it only if you were cert poor. :p

    The HE/HEAT nerfs were a big mistake, breaking tank cannon balance and not improving the game for anyone at all (HE KPH stays about the same post-nerf). The Devs need to admit that they messed up and revert the changes back.
    • Up x 2
  18. Scr1nRusher


    There really wasn't anything wrong with them before they got nerfed.

    Each Tank round was good at something & useful to use.
  19. Scr1nRusher



    So you link a OLD video......... with the Old crossroads with A point inside the Tower.


    If anything this video should highlight why A point shouldn't be inside the tower itself in tower bases not HE tanks being "strong".
    • Up x 1
  20. Scr1nRusher



    Have you looked at the video date & the base design?