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CTE Battlefield Roots Initiative

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Posts: 1,819

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

Friday, March 3rd 2017, 6:32am

Quoted from "JSLICE20"

'Counter' and 'hard counter' are different. Uranium mentioned the Rocket Gun being a counter, which it is, not a hard counter, which it isn't. Nothing hard counters armor except heavy ordinance like Torpedoes and 75mm, Field Guns, and the Tank Hunter Elite (but we know that only gets used to annihilate infantry). The DICE representative who wrote the post mentioned that gadgets will be tweaked concerning damage and ammo reserve "where it makes sense." It makes sense to increase damage and reduce ammo pool on the Rocket Gun because no player can consistently shoot all 4 in a lifetime (without being potentially revived). So when this happens, 'cause let's be honest something will be changed, the damage will have to go up to retain the same overall damage output. If damage remains the same, then Assaults are gimped even more. Might as well not even equip the Rocket Gun for AT purposes at this point. Running AT grenades and Dynamite will provide better damage; better as in more, more quickly and better as in consistent and guaranteed.

Cover doesn't matter all that much when you deploy the Rocket Gun. It helps, but you're still going to die at some point if you want to do decent damage to a tank. Even when you flank the tank and engage it won't really matter. Shoot one rocket and your position is compromised. The tank doesn't need to retreat because, oh yeah, pitiful damage. Now the tank and any attentive infantry know where you are, repositioning will probably get you spotted so it's best to just stay put and ride it out for as long as possible. After the first shot, all the tank has to do is spin around and look for the next rocket tracer to do a measly 15 damage and just splash that same area with his cannon. Boom, "ENEMY KILLED."

This scenario is just one Assault, but in actual pub gameplay this is what happens. Only people on comms coordinate tank hit squads. In pubs, teamwork doesn't come naturally. If more than one Assault is engaging a tank then they just happen to be individually engaging at the same time or if the tank is near a pack of Assaults it is because the area is highly contested or highly concentrated. Either is the case more often than not.
Then you're attacking tanks wrong. Simple as that.

I never, ever have to worry about just 1 assault. I have to worry about a constant trickle of assaults. The enemy tank. That attack plane that keeps hitting me for 30 damage. The sniper interrupting my repair. The mortar that keeps shelling my reverse slope position. That artillery truck sniping from 300 m away. All more or less at the same time while managing a really small ammo pool.

People tend to be very tunnel visioned when engaging tanks, but you only ever the luxury of engaging trickling 1-2 squishies at a time if the enemy team is just terrible.

Quoted from "JSLICE20"

By the way, my gripe is damage against heavy armor not light armor. Light tanks and Artillery Trucks I couldn't care less about as Assault because I can actually deter them with decent damage if they get too close. But with heavy tanks (including the Landship) they can eat that same damage and laugh it off with no need to retreat. Damage material multipliers exist and they already impact how the Rocket Gun performs against the various pieces of armor. Believe it or not, all tanks have 1000 HP, but as we know, the rocket damage is not consistent across all vehicle types. It does more damage to light tanks than it does heavies. If a straight damage upgrade is too much for light armor then slap a lower material multiplier on it. Problem solved.
Higher damage but more generous ricochet angles, or a better range in min-max facing damage would be overall more interesting. The spread in facing damage for the lower dmg weapons (RG, 57mm HE) is pathetic for good angle vs worst angle. Pillaring/angling should be a component of tanking that is really far less essential than it was previously and that's kinda boring.

Posts: 3,219

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Friday, March 3rd 2017, 7:03am

Quoted from "tankmayvin"

Then you're attacking tanks wrong. Simple as that.

Or I'm the only one on the team who gives a crap about countering armor, which has happened before on more than one occasion. My personal experience means literally nothing though, yours doesn't either; and there just isn't any hard data to prove one way or the other. It's a frustrating thing about the vehicle play in Battlefield that has always made me question the balance.

Guns are easy to balance because infantry can be killed by small arms and have comparatively miniscule health. Tanks are only vulnerable to AT and explosives, and not every player has these specialized AT and explosives at hand to counter armor but they do have general purpose tools to counter infantry. This surfaces huge inconsistencies if there aren't enough Assaults or aren't enough useful and attentive Assaults since they serve as the primary AT role. This inconsistency is practically impossible to ideally balance around because it's entirely subjective from server to server.

We have Player A, Player B and Player C on respective Server A, B, and C all on map X:

Player A is encountering overwhelming tank opposition because Assaults aren't doing their job resulting in a negative reaction to armor (read: 'overpowered').

Player B is encountering contained tank opposition because Assaults are keeping them in check resulting in a neutral reaction to armor (read: balanced).

Player C is encountering little to no tank opposition because Assaults are the definition of anti-tank resulting in mixed reactions to armor (read: unsure or undecided).

All of these scenarios are present in pub games. All of them. Unfortunately, constant exposure to Player A's circumstance has left me with the impression that the AT tools are utter shit and need rebalancing, specifically the Rocket Gun.
To Aim Assist or not to Aim Assist, that is the question.

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