Vehicle Resource-Nerf

Discussion in 'PlanetSide 2 Gameplay Discussion' started by schapand, Jul 13, 2013.

  1. Blarg20011


    Infantry can use cover
    Infantry can resupply
    Infantry can be revived
    Infantry always outnumber tanks
    Infantry can go in buildings
    Infantry can get on roofs
    Some infantry can fly
    • Up x 2
  2. Ranik

    How can an MBT outmaneuver someone who can instantly hotdrop or redeploy? They can't.

    How can you use that speed when you aren't actually fast enough, aren't at all stable enough and aren't at all survivable enough to actually try to maneuver without dragging a friendly zerg with you everywhere? It's sad you resort to this. We are apparently supposed to maneuver to be effective and if we get killed or instant killed while maneuvering it's our fault for not having enough friendly support. All of this is of course happening while you can barely maintain accuracy due to terrain.


    Infantry is limited to one or two items it cannot lose unless used, all the while being able to freely respawn and teleport around the map. So no.


    And you are free to post as poorly as you have been. I'll just be pointing out how wrong you are along the way :rolleyes:



    Shhhh. You might hurt his brain if he has to look at something from another viewpoint...
    • Up x 1
  3. LT_Latency


    Get a Sub, if you MUST play one type resource.

    I have a sub. By the time my tank blows up I am full again. As long as you live for 5 to 10 mins and get 6 or 7 kills you should not have to wait long for your next one.

    Switch to planes or infantry and kill in a vehicle node to recharge them. If you spam tanks and lose them in 1 or 2 minutes you have to wait, That is by deisghn now
  4. Blarg20011

    • Up x 2
  5. LT_Latency

    Ok i am sorry,

    If you guys are going to argue that a tank is not stronger then a infantry unit you are a joke and I wont talk to you.
  6. Blarg20011


    I don't think anyone is arguing that, but infantry doesn't have a timer or a resource cost.
    • Up x 1
  7. LT_Latency


    No many people clearly are trying to,

    Because they are the weakest. If they add some crappy tanks that blow up in 1 RPG shot those should be free as well. The probably should add some weak weak tanks for people who simply most be in a tank.
  8. Blarg20011


    What? That doesn't even make sense.
  9. LT_Latency


    Infantry don't have timers or cost because they are weak.

    Tanks do because they are strong.

    If they want to have free tanks they need to be equal to infantry in a 1 vs 1 battle maybe they should add some new tanks that are weak and free for people who love tanks.
  10. Blarg20011


    Nice strawman, but I never said that. In fact, from what I've read in this thread, no one wants free weak tanks, they are arguing that due to their cost they should be slightly stronger.
  11. LT_Latency

    I was going off this comment of yours "but infantry doesn't have a timer or a resource cost."

    They are stronger.

    I was giving an option for people who love tanks could use, But like you said, people don't want weak stuff. They want strong stuff that kicks but. This is why tanks get a cost and a timer because without it they need to be equal to a single infantry unit.

    You just don't get to spam strong viechles like infantry
  12. Blarg20011


    But that option was ridiculous, why would you play a tank that was no stronger than infantry, but, due to its vehicle-y nature is larger and impossible to maneuver inside buildings or capture points with?

    Yes, vehicles cost res/have a timer because they are stronger than infantry, I, and others, are merely arguing that they are not strong enough to warrant such a high resource cost. As such, they must become stronger, or have their cost lowered slightly.

    However, the first option is what most people here seem to desire.
    • Up x 1
  13. Ranik


    And you don't understand that a "force multiplier" means nothing if it's overcosted/ineffective and not able to do it's job in the face of the threats present against it.

    At the moment the only use for an MBT is sniping. Oh you'll come up with some excuse but the entirety of vehicle combat for an MBT is basically playing artillery. If it is any other style of fighting MBT's are CLEARLY out classed by cheaper and more survivable options.


    And only someone being deliberately ignorant could see that as a good thing.
    • Up x 1
  14. Christopher DIngman

    Okay I might be opening myself up for a flaming, but I have add my opinion on the problem here. Basically I feel it's a lack of perspective. For the past two months I have been playing both infantry and tanks and I have to say I agree with you tank drivers here. MBTs (I can't speak for lightnings since I don't use them) are too weak for their current reasorce costs, but I also understand where the infantry are coming from.

    The problem is that when you play infantry you view yourself as an individual even one tank (nevermind a full tank zerg) can feel like an impossible foe for that one infantry man. He or she can try everything in his or her power to blow that tank up only to fail and die in one to two hits from its cannon. This perspective inevitably makes infantry feel like tanks are vastly overpowered.

    Then there is the flipside to the problem. When you are in the tank it's not just that one little infantry man thats trying to kill you, IT'S ALL OF THEM. Yeah, maybe you took a hit or two from one soldier then decimated him with your maingun, but that will be the highlight of your night since the next ten rockets coming at you will ensure that you won't be getting another kill. This isn't how MBT's are supposed to work. Tanks are supposed to be cavalry, they push forward and break stalemates, they advance the line, or they deny territory. It's really hard to do that when you have to constantly dodge rockets, C4, droppods, liberators, ESFs, and more. Long story short, MBT's can't effectively perform their jobs because of high cost, low effectivness, and low life expectancy as a result of AV spam.

    All in all I would like to conclude with two points I feel are worth considering. First GU 11 saw an increase in vehicle resources. As a result there are fewer vehicles on the field. This means that there are less other tanks to take some of that AV fire and thus your tank doesn't last as long, or score as highly as it might have before the update. Think of this as the difference between fighting by youself as infantry, and fighting with 20 other infantry. You tend to last longer when you have buddies eating up some of the bullets coming your way, well tanks work the same way. Second Before infantry start claiming that tanks are OP consider not just yourself, but all your teamates trying to blow it up as well. If you get a group of ten heavies with decimators to attack the tank does it really last that long? Maybe in your average fight there might not be that much coordination (you might not be talking to the other heavies) but there are stilling plenty of other infantry trying to blow up that tank just like you are, and from the perspective of the tanker it feels the same either way. I hope this will help people's perpective on the issue so that maybe something constructive can be done about problems like this one. Try not to consider just what you experiance, but also what the otherside is experiancing.

    P.S. I hope I didn't offend anyone by this. My only intent was to post what I've seen both in game and here on the forums in an effort to stop some of the arguing. Hopefully it will help us to understand the situation so that we can do something constructive instead of fight.
    • Up x 2
  15. Sea of Ink

    I play infantry. Resource costs right now are just plain dumb. GU11 was pretty much the absolute worst patch ever.
    • Up x 1
  16. jake taylor

    i don't think the current resource system makes any sense. lets create a hypothetical here;

    a faction owns the entire map, and there is a single player on. he receives a huge amount of resources from said land.
    a faction has two players on, and due to the same land, they both receive the same amount as the single individual.
    a faction owns everything but no one is on, and the resources disappear into the ether.

    now what i propose is that every region have a fixed resource value that is then distributed among the amount of players on, the numbers are up for debate of course. so lets say that a single region, instead of giving all players 6 mec res, it generates 2500 mec res which is then distributed among all the players curently on. this way even if a faction has tons of land, if they only have it thanks to huge pop advantages they will still only get roughly the same res income as the severely under populated faction with less territory.

    thoughts?
    • Up x 1
  17. LivesInNameOnly

    more QQ from crappy players that just sit in their tanks/maxes the entire time they are online. i love it!
    • Up x 1
  18. Christopher DIngman

    Sorry not much feedback from me, but I really like this idea. I'd say it's simple, yet genius.
  19. Sea of Ink


    what's your in-game name, so I can look up your awesome stats.
  20. 660/12

    YES. There is no sane resource why resource availability is not tied to resource demand. Unless SOE intends to screw over smaller factions and increase population imbalances.