Re: TOW damage to front armor
Posted: 2017-12-26 16:15
IDK, it just feels like they are taking away our toys because we have too much fun?
If we resolve balancing issues by removing the problem assets are we really finding a solid solution on the ground level ? (I mean to say will this make a difference to the guy on the TOW/with the HAT) Will the duel between a Tank and AT be any different in the end of it all, or will it just end up with AT being able to overwhelm Armour by virtue of number of assets?
I guess this is where I'm supposed to suggest an alternative, but other than taking small shots at tweaking damage values and maybe making TOWs more responsive (possibly including quicker to dig up, allowing INF easier time to fortify) I think lowering the number of heavily armored assets might be the easiest band-aid.
A lot of people will be considering that infantry can simply play with more intelligence and simply avoid Armour that is positioned in a powerful location, which is how you handle being surprised by a Tank. Ideally I'd like it so that said Tank cannot sit perched on a hill and dominate the surrounding area without fear of reprisal, this will not be achieved by simply removing a tank or putting it on delayed spawn.
If we resolve balancing issues by removing the problem assets are we really finding a solid solution on the ground level ? (I mean to say will this make a difference to the guy on the TOW/with the HAT) Will the duel between a Tank and AT be any different in the end of it all, or will it just end up with AT being able to overwhelm Armour by virtue of number of assets?
I guess this is where I'm supposed to suggest an alternative, but other than taking small shots at tweaking damage values and maybe making TOWs more responsive (possibly including quicker to dig up, allowing INF easier time to fortify) I think lowering the number of heavily armored assets might be the easiest band-aid.
A lot of people will be considering that infantry can simply play with more intelligence and simply avoid Armour that is positioned in a powerful location, which is how you handle being surprised by a Tank. Ideally I'd like it so that said Tank cannot sit perched on a hill and dominate the surrounding area without fear of reprisal, this will not be achieved by simply removing a tank or putting it on delayed spawn.



