long time no read from my side and i wasnt even considering posting here in the future but todays events changed my opinion ...
Its about the tanks.
As familiar player of I+A you may know my (hate-)relation to tanks in particular but dont get me wrong in the first place.
Tanks have a role in playing a support role to assist ground forces achieving objectives and goals eaiser/a bit less stressfull.
That totally alright about if the commander of the tank "acknowledges" his support role and does so on a "regular basis".
Sadly,this doesnt play out most of the times.
We saw tank commanders camping the tank spawns (to be first),take them for unrequested assaults all over Altis.
This is what in particular annoys me the most.
The ability for the tanks to be ANYWHERE on the island with armour and artillery, armour advantage renders enemy AT useless 90% of times and they rearm in minutes with a supply truck and be back in the fight almost instant.
I might give you a insight of the event that made me post this (read the spoiler+check the picture):
What's the point in having marksman slots, medics, grenadiers and whatever in this game when a single tank can dominate the mission so easily.
We might even never leave base again !
Actually,i m speechless since that thing got added and even more in particular since BI tweaked the tank capabilities.
In this condition yet it´s a silly and gamebreaking move.
ARMA is about putting work in a mission (generalisation) - achieving goals the easy way is neither rewarding nor thrilling to none of (the more) experienced users.
Or when was the last time you told a m8 about that thrilling tank assault raid you witnessed while being boot on the ground with nothing to care about as only infantry is your only threat ?
In short - i vouch for several things to make tanks better or everyone:
reduce tank shell count to 30 total.
raise service time (to min 15min)
consider cut´ing tank count actual
enforce a "maximum use time" of tanks (limit it to 1 user for 2h,then apply a 2h wait time)
thin out chance of side reward to be tank
change setup of AT to that new AT to guarantee a solid AT threat by it
Question
TheScratch
Hello,
long time no read from my side and i wasnt even considering posting here in the future but todays events changed my opinion ...
Its about the tanks.
As familiar player of I+A you may know my (hate-)relation to tanks in particular but dont get me wrong in the first place.
Tanks have a role in playing a support role to assist ground forces achieving objectives and goals eaiser/a bit less stressfull.
That totally alright about if the commander of the tank "acknowledges" his support role and does so on a "regular basis".
Sadly,this doesnt play out most of the times.
We saw tank commanders camping the tank spawns (to be first),take them for unrequested assaults all over Altis.
This is what in particular annoys me the most.
The ability for the tanks to be ANYWHERE on the island with armour and artillery, armour advantage renders enemy AT useless 90% of times and they rearm in minutes with a supply truck and be back in the fight almost instant.
I might give you a insight of the event that made me post this (read the spoiler+check the picture):
What's the point in having marksman slots, medics, grenadiers and whatever in this game when a single tank can dominate the mission so easily.
We might even never leave base again !
Actually,i m speechless since that thing got added and even more in particular since BI tweaked the tank capabilities.
In this condition yet it´s a silly and gamebreaking move.
ARMA is about putting work in a mission (generalisation) - achieving goals the easy way is neither rewarding nor thrilling to none of (the more) experienced users.
Or when was the last time you told a m8 about that thrilling tank assault raid you witnessed while being boot on the ground with nothing to care about as only infantry is your only threat ?
In short - i vouch for several things to make tanks better or everyone:
reduce tank shell count to 30 total.
raise service time (to min 15min)
consider cut´ing tank count actual
enforce a "maximum use time" of tanks (limit it to 1 user for 2h,then apply a 2h wait time)
thin out chance of side reward to be tank
change setup of AT to that new AT to guarantee a solid AT threat by it
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