As far as i know, dev's said that Eldar vehicle should be not as durable, but more agile to make up for that. I know nothing is tuned as of now on the Eldar side, but it allready can be seen as at the moment, the ability to strafe or beeing a little quicker does nothing in a Tank battle. It does not matter how you approach a Predator, when you can fire at him, he can fire at you, whatever you do, whatever angle you get on him. This will lead towards Eldar not having a good Vehicle options in tank battles. I do not like rigid balance rules. Whatever it is. I prefer situational Balance. And i think i got an idea for that: Give Eldar vehicles Shields. Just like every character at the moment, Eldar Vehicles could have shield that recharge themselves quickly if out of combat. (With quickly, i mean, once the regen kicks in. The time until it starts to recharge should be longer than it takes for an autocannon of a pred to cool down) This would be lore accurate, easy to implement and add the possibility of a new strategy with the tank: Hit and Run. I would balance both Tank against each other so gameplay would be as follows: If a falcon and a predator meet and keep standing, shooting at each other -> Predator wins If both meet and the Falcon, thanks to his improved agility can pick some shots, get out of Line of Sight, recharge and get back in, it could tank the damge with it's shields, once those go down it gets out of LoS, recharges shields, gets back in (technically negating the damage the Predator did), repeats this -> Falcon wins. Predator and Falcon meet, Predator is aware of the shields, chases the Falcon down -> Predator wins. Predator and Falcon meet, Predator starts chasing, follows around the corner, gets ambushed by 2 firedragons AND the falcon who lured him into this trap -> Falcon wins + additional fun gameplay A problem i would see with this is, some maps just don't have the space to allow Hit and Run Tactics (Blackbolt eg.... but that gets reworked) the newer maps are much bigger and therefore better for that in my opinion. So what do you think?
I was under the impression that was already their intention. Is this not implemented yet? I did notice all the Eldar have the same Health, Toughness and Armour despite some being supposed to have Heavy Aspect Armour and some regular, so it stands to reason there's plenty still to include.
In the first Livestream with Eldar vehicles the "bare" Falcon chassis has a rechargeable shield, so I assume that it is their intention to implement that, though I think they stated somewhere that the Serpent Shield on the Wave Serpent would be a "Wargear" for that vehicle. Balance, or something like that What worries me is, that the Wave Serpent and the Falcon doesn't seem to have equal hit points and armour, even though they should. So I think they should give all the Eldar vehicles the same HP and Armour, and "balance" their survivability with the rechargeable shield, e.g. the Warp Hunter and Falcon would be able to take more "sustained fire" than the Wave Serpent.
You know what I would prefer? For Eldar shield to regenerate only when they move. They get shot at but since they are moving it recharges. So they could be running circles around tanks and regenerating shields as the go. This forces the Eldar vehicles to always be moving and use mobility. Also if I recall, on TT there were rules for giving vehicles a save based on their movement.
My friend, as a dedicated tabletop Eldar player, was very upset to find that the Wave Serpents lacked their ubiquitious Serpent Shields. I really hope they put it in in SOME form or another, for his sake. Don't know about having it on the Falcon though, that's not really their thing.
As far as I know, according to lore and the TT, Eldar vehicles are more durable so I have no idea where bE is getting their wrong ideas from. The Eldar Wave Serpent is not only more maneuverable but also better Armed and Armored than the Imperial Rhino. The WS also has a Serpent Shield that increases its Side/Front protection and can carry 2 more passengers than the Rhino. Eldar vehicles should also be able to "jink" with a recharging reserve of boosts that unlike the forward charge should allow for a quick burst of movement in any direction. The ability to strafe is huge in tank battles as most tanks have weaker Armor on their sides and rear than on their front. A tank that can strafe is able to keep their strongest Armor facing their enemy even as they circle around to their back for critical hits. Holo-Fields could be implemented as an upgrade that provides minor auto-regen for the vehicles, the regen making it seem like you hadn't actually hit the vehicle when you thought you did. The regen could have a limit such as only being able to recover up around 30 to 50% of its Armor. Vehicles should also have a Driver-activated ability that could drain some/all engine power to initiate repairs. After doing this repair cycle, the Holo-Field regen could come online again. Additionally, being made of Wraithbone, Eldar vehicles could possess some natural regen similar to the Holo-Field upgrade that would kick in after the tank has taken no damage for a period of time. In return, Eldar vehicles should be more costly that Imperial counter-parts, have longer cooldowns and greater field limitations. For example Rhino Points Cost: 100 Cooldown: 5-minutes Field Max: 6 Rhinos Transport Cap: 10 Wave Serpent Points Cost: 125 Cooldown: 6-minutes Field Max: 5 WSs Transport Cap: 12 The WS's greater Transport Capacity allows both sides to move the same number of troops even with different numbers of vehicles. It also means it's possible to get more kills destroying a WS than one could destroying a Rhino.
The only reason I can come up with is "balance", as giving the Eldar clearly superior vehicles would be bad for the balance, at least until they introduce a Requisition System and make us play a bit for the vehicles, which most likely won't be here until post-launch.
That isn't a good enough reason because req isn't the only means that can be used to balanced vehicles. You can also give the more powerful vehicles longer respawn timers and/or reduce how many can be on the field at once. Whatever costs/penalties you do have can be made somewhat more excessive than you intend them to be at launch until you have all costs/penalties in to maintain balance.