Why is it that a single infantry can 'solo' a MBT in this game?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by orangejedi829, Jul 30, 2015.

  1. McMan

    No its not. If you want to see my stats, I play infantry mostly and drive/kill with a lightning and the Sunderer. And I belive you that you mostly go after vehicles. But you still look like a d0uche with that avatar when posting how infantry can "solo" you in your tank.
    Just saying... :) (no reply fights pls)
  2. JohnGalt36

    So your issue is that I have a tank avatar and I'm defending tanks? I don't get it. Why would you assume I just farm infantry just because I have a tank as an avatar? Here is a hastily made picture (I'm at work) that highlights the vehicle kills in my last 50 on the killboard. Notice how almost every kill in my Vanguard is against another vehicle. I recall that a few of them that aren't are ones that hopped out before and I got them before they could redeploy. But go ahead and continue name-calling.

    Yeah, let's see those stats. You're the one calling me out, guy. What's your character name?
  3. FBVanu

    Yeah, pretty much, that's what most of them think. let them believe what they want.

    Does anyone have a stat that shows the average number of players per vehicle? Besides the solo ESFs, can we say that the average vehicle kill leads to 1.5 kills, or 2 kills. Not counting the outliers of a fully loaded Sundy or Galaxy.. although I have gotten those.. it's like winning jackpot in a slot machine.. ding ding ding ding ding..

    If a tanker has 1,000 vehicle kills, will that, statistically speaking, lead to 1,500 kills, or 2,000 kills overall ?
    • Up x 2
  4. Kanil

    I find that one vehicle kill results in less than one infantry kill. You're more likely to run into an abandoned Flash or people bailing during your 3s reload than you are a 2/2 MBT where neither player thinks to press E when the damn thing catches fire.

    If you include shooting the pilot afterwards, that'll go up, of course... but I don't think it'd go above 1 inf per vehicle. Engineers are not a threat until they get out their turret, so you'd only go after the pilot if there's literally no other threats in the area.
  5. Demigan

    It's as an incentive to prevent tunnel-visioning farm machines, not to make the exact C4 target move.

    This isn't an argument, this is an opinion, one you have stated already but it doesn't add anything anymore. I have given reasons as to why C4 is necessary, but you seem to plain ignore them.
    Again, just because I hope I get a direct reaction: tanks can escape just about every single infantry weapon before destruction through their armor and movement, unless they either decide to stay after things get dangerous or box themselves in too much for a quick escape. Even then, most of the time a small group of infantry is necessary to kill you. So C4 as a punishment method for anyone who uses a tanks range, armor and speed to stay alive forever in an infantry fight but do not pay attention at all.

    I'll add a few things to Movoza's list:
    -ESF can kill a tank without it ever having a chance of winning. Hornet ESF can destroy an MBT in 4 seconds. The fact that it's not a OHK and that you can try to prevent it is irrelevant, as there is nothing you can do to save yourself after the attack run started.
    If you didn't bring any AA on top, you can't even deter them (yes deter, not destroy). A rocketpod ESF can also kill MBT's pretty easily, especially when attacking from behind. And what do you have to rely on then...? Oh yeah! Your friends their situational awareness and hoping there's AA and/or fighters to keep you safe!
    -Liberators can kill any tank without it having a single chance of winning. Either by Tankbusting the tank repeatedly, having it's gunner blow it to pieces with a Dalton or Zepher, or a combination of both (not to mention having a Bulldog on the back can help a bunch)
    -Anchored Prowlers can kill any tank without them having a chance to win when attacking from behind. Or when attacking at the right place. For instance an open piece of road like between Broken Arch and Crossroads. Wait for your enemy to be near the bend, and even a 2/2 AP shielded Vanguard will not be able to win the fight with frontal armor.

    This argument is on par with 'when a sniper fires, the infantry can dodge in time because he can hear the shot'.
    Oh, and there's more than enough airjockeys who'll complain about anything ground-based killing them, including tanks.

    Well duh. I just said it didn't I? The infantry is only visible at the backdoor of the spawnroom, but if you try to kill them there you should know that they can be in the building or on the wall next to you.
    Same with accepting any range. You already should know how infantry could get to you, and anticipate. Make it as unlikely as possible that one gets to you. Then if you stuck to one position for a short time, you relocate. C4 fairying takes time, time to gauge where the enemy tanks are, how the enemy infantry is swarming and where it would be safe to approach. By the time they reach you, you should already have moved.

    Falling at terminal velocity a brick would go around 113 Km/h (31m/s) which is something else than being accelerated to 225m/s (810km/h), which is the muzzle velocity of a Prowler HEAT round. Or the slowest MBT round the Magrider AI canon: 175m/s (630Km/h)
    Also keep in mind that the terminal velocity is gradually reached, and only upon impact do you get a heavy hit. While with a tank canon you aren't just accelerated at a 5,5x higher velocity at minimum in a much shorter time (the time it takes to be accelerated in the barrel) you are also decelerated at 5,5x higher velocity.

    LMG's with 100 round magazines that need 4 headshots to kill someone at point blank range and have much slower muzzle velocity than even real world pistols?

    Yes I suggested those, but what I didn't suggest and you did was that we should look at modern-day real shells and how they act. You strongly implied that we should implement such things so that HE would be almost absolete.

    by... removing C4? Nerfing it into the ground? That doesn't make it more immersive, nor more complex. It removes complexity, as tanks would simple be able to tank all.

    I do my research, you should do that as well sometimes. Your 'changes' would completely overhaul the role C4 has, and still not save you during those hectic battles as then you would be damaged.
  6. Demigan

    So either fulfil those balance changes or buff tanks with new abilities and weapons, then make infantry somewhat more capable of dealing with tanks with different abilities and utilities to affect them.
  7. Pelojian

    Why should infantry be buffed again right after tanks were compensated for a broken promise?

    Really?

    We got nerfed and promised a buff to our survivability direct or indirect and you want even more for infantry to keep tanks in the position they are currently in?

    The whole imbalance with tanks is because air and infantry keep getting buffs causing power creep while the devs let tanks rust in a corner.

    If you want balance it isn't buffing two corners of a triangle and nerfing the third corner whenever any balance consideration is given to them at all.

    All i see here is nerf tanks for infantry sake, buff tanks to make them happy, then give them an indirect nerf to 'compensate' infantry when it's essentially a double buff for infantry and nullifying any change in overall balance.
    • Up x 4
  8. orangejedi829

    All I can say is.. if C4 were really in a good (fair) spot right now, this topic would not have spawned a 227-post discussion...
  9. Pelojian

    The Question is what would infantryside prefer tanks to be buffed as in:

    if they didn't have a choice not to buff tanks would they prefer the tank lethality nerf to be undone or would they prefer a coaxial kobalt being added as a driver weapon?

    Any smart ones would pick the kobalt coaxial, you can't spam kobalt and hit infantry behind cover with it like you can HEAT and HE.

    Essentially what a coaxial means is infantry under or behind cover are not put in anymore risk then now but anyone out in the open is fair game for tanks to kill through as they are now.
  10. Reclaimer77

    Just another World of Tanks reject who think they should be impervious to everything just because "RAWWWWR TANK!"

    Tanks are "rusting in a corner"? Right I guess that's why I see 1,500 of them in the game everywhere I go....
    • Up x 1
  11. Mongychops

    I don't think MBTs need anything extra, they can already have.

    • Thermal sights
    • Two pairs of eyes
    • Third person view
    • Spitfire Turrets
    • Proximity Radar
    I won't say I never get unexpectedly C4ed, but it doesn't happen very often, and it's usually because I made a mistake. Things like; Sensor shield 2, max stealth flight ceiling Valkyrie, jump pad slingshots, not having an opportunity to resupply Spitfire, Wraith J!had Flash, can all be frustrating, but I wouldn't say it is any more annoying than EOD HUD not picking up mines.
  12. Pelojian

    "rusting in a corner" is a good way to describe the devs balancing in regards to infantry, tank and aircraft balance. tanks are frequently ignored and the only attention they get is when infantry whine about that farming fallacy that they are the victim of the big bad farming tanks and the developers cave into the whiners and nerf tanks again and again directly or indirectly.
    • Up x 1
  13. Reclaimer77

    I'll believe tanks need attention when their usage starts to decrease. People don't spend money and certs on things that suck. Go look at the statistics sometime.

    Tanks used to be more powerful, yes. They were also balanced by a timer and nanite costs. Since the "resource revamp" pulling a tank is about as easy as pulling a MAX unit.

    Sure YOU want your uber death wagon, I get that. The problem is when there are 500 other people waiting at the terminals to pull their own uber death wagon. That doesn't lead to game balance or a fun time for anyone else playing against you.

    Anyway if you get C4'd as a tank driver, you just suck and lack situational awareness.
    • Up x 1
  14. Pelojian

    If i recall correctly after the resource revamp ColonelChingles posted a graph showing that tank usage didn't increase with the resource revamp, however grenade usage scyrocketed.

    I fail to see how the resource system has changed balance regarding tanks, the removal of the pull timer only means people can pull them faster after the last one got blown up.
    • Up x 2
  15. FateJH

    Taken together, those two statements, why do you think tank pull rates didn't skyrocket?
    • Up x 1
  16. Fish225

    I think the answer is pretty simple. Certain weapons (like C4) should be able to disable a tank, making it unusable and/or unrepairable. But not killing the occupants. You still lose the tank and need to make a hasty exit from the tank without getting killed, but it won't feel so defeating if you stay alive.
  17. JohnGalt36

    Yeah, and when you ask for their stats after they call people out...
    [IMG]
  18. Pelojian

    Grenades are cheaper, consumable you can spam em with a bandolier and resupply, wait a few minutes to get mroe grenades when you run out or if you don't use them liberally by the time you use up your supply you can buy more. A combined resource pool and larger pool means even if you spam them you can buy and use more then before the resource revamp.

    Tanks on the other hand, resources for a player to purchase a tank are only useful when the player doesn't have a tank. If the destruction rate of tanks remains stable then the amount of tank purchases *should* also remain stable too.
    • Up x 1
  19. Demigan

    Did you read the idea's I had to improve infantry power against tanks, and the idea's to improve tank power versus infantry?

    Just the co-axial canons will probably boost tanks to above the previous level, and with more power at that with the ability to switch between an AP canon and the anti-infantry canon so you don't have to choose. Creating more types of AI canon or plain allowing every tank to change their main-gun ammo to an anti-infantry type while sporting a co-axial on the side.

    The infantry abilities against tanks were mostly CQC abilities with grenade-range as farthest, meaning infantry will have to face-plant themselves against the tanks once again to be effective. I think that all classes need some form of specialised AV ability. Heavies already deal damage with rockets, engineers as well but I think they are a candidate for replacing their repair tool for a vehicle hack tool (they are visible and would likely be stealing a damaged vehicle but lack a repair tool themselves), infiltrators could hack empty vehicles (they need to get good at killing pilots during repairs) or alternatively could shoot gunsights off of vehicles and/or have a grenade to slow them down, last but not least the LA could get the ability to sabotage vehicles through standing close and hacking them and/or LOS utilities that work at short ranges to mess with a vehicles turning speed/HUD/turret speed/reload speed/ability (forcing an activate for instance would be great against all 3 factions).
    That sounds like a lot that vehicles instantly have to deal with, but with weapons that can potentially annihilate small MAX crashes, I think it's not that big of a deal. Especially if these abilities take up a utility slot or another slot on the infantry and isn't a standard ability.
  20. Pelojian

    We were promised a buff to our survivability after a nerf to our lethality and the buff hasn't come. tanks should get something out of the devs to help us against infantry since they have alreayd helped infantry by nerfing us. i do not want infantry to get yet another type of buff justified with 'tanks got a buff' when infantry were buffed already indirectly.

    Sorry don't want an infiltrator with a cloak sneaking around killing people and then stealing their tank and going on a rampage or some shenanigans with enemy engineers stealing tanks while they are being repaired.

    The main issue with your suggestions is they just further weaken tanks and make infantry want to seek out tanks 'just because' they have a tool can die tons of times and eventually succeed. infantry are not afraid of tanks, it doesn't matter how many times they die they only loose their investment when their tool costs resources and it is deployed (like c4)

    Infantry should be wary enough of tanks not to try and suicide rush tanks on foot. a kobalt coaxial would change their way of fighting tanks they would actually have to think about being sneaky or careful when attacking tanks with C4 instead of whining how they are being farmed or continuously suicide rushing tanks. This would also apply to change how HAs behave making peek-a-boo attacks kobalt might not kill them but it can suppress and if not kill at least wound or cut down their shields.
    • Up x 2