Firedragons and Hawks are the reason Eldar win games. Hawks = Master of trolling, aggro lots of enemies plus huge mobility for reposition, spotting, and backstabbing. Firedragons = Best "close" AT unit in the game, but they struggle against moving APC's. Nerf these classes and Eldar will struggle a lot. They are fine atm. The rest of the Eldar Classes are underperforming against an equally skilled opponent and needs support to perform well.
It's an interesting thought. It doesn't (fully) explain class-specific statistics which show all Eldar classes except for Warlock with a +50% kill/death ratio. I say it doesn't fully explain that, because it's clearly a lot easier to get kills when you're fighting only one or two enemies at a time and not a group of 5-10 who are working together and pushing a point from a nearby transport.
So here's a few considerations for resolving this: 1. We could do away with vehicle spawns entirely, but retain the ability to redeploy to captured points and your base(s). It would mean that someone driving the vehicle would need to take it to the nearest available spawn point to pick up their squad. This would need a LOT of coordination which would heavily favour VoIP/war parties over PuGs. Not ideal. 2. We could restrict vehicle spawns where the vehicle doesn't have a driver. Basically, if you leave your vehicle empty, your teammates can't spawn to it. This means a suiciding Fire Dragon, for instance, can't respawn to their own Wave Serpent unless they're working alongside a buddy who is in the transport. This would have the added effect of training people to look after their transports, as you will need to do so in order for your team to make use of it as a forward spawn point. I think this would work pretty well. 3. We could get rid of redeploying entirely, meaning if you want to get to another point, you'll need to find a way to die (killed by enemy, jump down a pit) and respawn as normal, or you'll need someone to come pick you up in a transport, or you'll need to footslog it across the map. Given how vast some of these maps are (Medusa for example), I don't think this would be very much fun. It again favours coordinated play over PuGs, which we should be trying to reduce. So yeah, basically number 2 is what we should do, unless anyone else can think of a better solution.
I think your number twos would not be fun for the poor guy who had to hold on to it for you... As in, look after the transport.
Yeah, that would be the only downside. You're basically the goalie in your school football kickabout. On balance though, it still seems the best option. If one guy's constantly being left with the transport, they can always just abandon it to make their point. The squad will soon learn not to dump the responsibility on the same person over and over again.
Maybe we could go one better. Mind you this would be a lot harder on the devs??? If you want to keep using your transport as a spawn point then you must have at least one person in your squad with "x' number of meters of it. With "x" being a number of meters which needs to be decided by play testing. Thoughts?
It could work, but it seems like it could be hard to strike the right balance, given the optimal position for the transports varies from map to map and Capture Point to Capture Point. Depending on where you are, it would either be so short as to be effectively the same as requiring someone to be in the transport, or it would be so long as to make the whole system pretty pointless. I take your point though, there could well be a fairer system that prevents spawn abuse and doesn't diminish someone to just being a vehicle caretaker.
If the assumption in the OP is true then eldar should have a much harder time on pegasus then other maps, since more or less vehicles aren't really needed there to win anyway due to it's small size. I can't say if that is the case or not but I can't say I've noticed any significant difference.
Actually this map is even easier to lock down enemy spawn precisely due to its small size. Here one person can completely destroy every enemy transport. This then leaves the most predictable pathways from enemy spawn and/or enemy controlled points easily blockaded to help win the match much more easily. People seem to be so lazy and instead of coordinating a tight team to advance together even from spawn [Which admittedly without VOIP is nigh on impossible to do] they just want to grab a personal transport again and again and dump it near spawn only to rush in alone and get themselves killed only to find that the transport they dumped has already been destroyed when they want to spawn again.