- Yes
- No
This idea has been on my mind since the Titan Rise event, how many of you remember that far back. But my main takeaway from that event was that the Titans couldn’t just be spawned in whenever you wanted to, you had to accumulate a certain amount of score before you were able to use one.
I think that Enlisted as a whole would benefit from a system like this being implemented for tanks and aircraft, having players use infantry and APCs before being able to spawn in a vehicle.
The main benefits I think a score requirement system would bring are:
- A new way for vehicles to be balanced without having to change their BR.
- Preventing an unhealthy number of vehicles from tarnishing the infantry experience.
- Allows for a reasonable rebalancing of vehicles to better suit their role in an infantry-dominated battlefield.
- Currently there’s very little that the devs can do to effectively buff or nerf a vehicle besides changing its BR or changing its ammo load. But when vehicles require score to be spawned in then that opens up a new possibility for balance.
Take for example the Na-To (which nobody wants moved down apparently), it’s worse in every conceivable way to the Chi-Nu II. The Na-To is a casemate, open top, it’s crew is exposed and defenseless, it has no machine guns, it’s ammo load out is terrible, it’s slow, it’s a massive target, and it has no armor. Well if the Chi-Nu II took 2,000 points to spawn in while the Na-To took 500 points to spawn in then suddenly it has a purpose as a cheap tank destroyer.
A score requirement suddenly opens up the roles of tank destroyers and guns-only fighters for what they’re supposed to be, easy anti-vehicle platforms. A plane with no ordinance currently is useless, but if it a FW-190 A-4 was easy to spawn compared to a FW-190 A-8 when there’s an Xa-38 bombing your team then suddenly it’s not as useless anymore. Same thing for tank destroyers, no one uses the Marder because a vehicle whose sole purpose is to destroy other vehicles while being poor against infantry just isn’t very useful. But if the enemy team got a Sherman up and you need quick anti-tank then the 500 score Marder isn’t as bad.
- I’ve never really been one to complain about HE, more so that some teams are carried by the fact that they can endlessly cycle vehicles in an infantry game. It’s not difficult to counter vehicles, but eventually you just sigh and do it even if you don’t really want to. The best example is BR2 Japan, you almost always get uptiered and get spammed with Shermans; and thanks to the Pacific maps you basically have to deal with all of them quickly or half your team gets blown up.
I think the game would benefit if vehicles were less prevalent but more impactful individually, but also with strong counters. Basically every infantryman already has either an explosive pack or a TNT charge since tanks are so common, so scaling back their prevalence would change the calculus behind loadouts.
- Like I said previously, I think the number of vehicles should be scaled back but their impact should be scaled up. At the same time, I think their counters should be made more consistent at the same time. Basically buff everything in one way or another.
Seeing a tank loses its meaning after you’ve destroyed 10 over the course of the match, the last time I think people felt something seeing a tank was the Normandy players seeing a King Tiger for the first time after the merge. But what if that tank was only able to be spawned in after several minutes of hard-fought infantry gameplay, then suddenly it might change the course of the match. Vehicles would still have to be played right, they’re easy to destroy and I want them to be easier to destroy, but they’d also have a much higher potential than they currently do.
With this point I think vehicle MGs could be buffed, tank HE could be buffed, bombs and rockets made more consistent, AT guns made to not bounce around when you’re trying to hit weakspots on an enemy tank, high tier AA, explosive packs being more consistent with their damage, explosive packs being able to not magically glide on top of tanks, etc etc.
Anyways this is a lot, but I can elaborate more so ask away if you got questions.