Wolfe wrote:So the answer to defeating tanks is to remove them from the game?
Tanks are not the super power people make them out to be. They have serious weaknesses that few people exploit. If I ran towards a sniper in the open with a knife, I'd think snipers were overpowered too. There's a correlation in there somewhere...
Gotcha! It's like Paper - Scissors - Stone!
Sniper > Knife
Tank > Sniper
Which means Knife > Tank...? Ey up?
I think the map suffers because the tanks - and the APCs - can dominate the two 'central ground' flags so easily. East and West City are the two cornerstones of being able to dominate the map, and currently what usually happens is one side send their armor west, the other go east, and then you get a stalemate where each side rushes to the other half of the city and get mowed down by each others tanks and APCs.
If armour was limited in their ability to overlook the city, there'd be far more emphasis on the better urban-fighting side winning as opposed to the best crewed tank dominating the battlefield.
So, if tanks could be:
- Allowed into the city's streets
- Allowed onto the hills and wastelands surrounding the city
- Prevented from firing/overlooking the city from the wastelands in a near-invulnerable position
then I think it'd be much more playable, with less deadlock:
- The armored units could battle it out outside the city to dominate the outer edges of the map.
- The infantry (mechanised or or foot) would fight inside the city for control of the key CPs.
- Good use of armor would be needed to prevent the enemy from pushing you back from the city towards your own base, if they sucessfully captured both East and West City
- Good use of armor would be needed to push your side forward once you'd captured the city on foot
- Tanks would be able to dominate the city from inside its wall, however they'd be under immediate threat of mines, C4 and HAT kits.
- If ticket bleed only started once the "outer" city CP - Ruins and Gardens- or even the Gas Stations were captured, so that tanks could provide support for their team in capturing and defending these last vital posts, then retention of your armor and supression of the enemy's would become pretty vital.
Simply lowering the terrain overlooking the town slightly, altering the profile of the hills a little and adding more some city walls (but passable by infantry- city gates etc) in places so that tanks couldn't get to the areas from which they currently sit and dominate the map would allow the map to retain the armor element whilst forcing it to be put to use in a slightly different way; actually forcing opposing each side's armored units to seek out and engage each other so that the advance BEYOND the town would only be possible if your own armor was still up.