Which basically means using other techniques to limit the spam of tanks. Which was my point in the second comment.
6 lascanon shots for a tank kill is too much. Once down to 40% health the driver knows he still has a time til death of around 5-6 secs (2 reloads and shots of a lascannon. At a guess!), this gives him plenty of time to drive off safely and repair. Whilst the heavy who has been shooting it gets nothing but frustrated, knowing that the bloody thing will be back in a minute and all he can do is annoy it. There needs to be "risk reward" assessment made by the tank and heavy in order to make more of a duel of it. If the tanks functionality was affected by damage then the driver has to assess wether the reward of taking damage out weighs the risk of being caught in the open limping along. Also the heavy becomes more of a threat and knows that as soon as he opens up the tank will literally be gunning for him, is the risk worth it or is he to exposed to start firing? Any scenario like this is better than the 15-18sec shooting time then 5-6secs bug out time cycle that aircraft and armour use in PS2. It shouldn't be the case that rolling an assault infantry and C4'ing tanks is the most effective method.
Alot of text lol but all good points, some i agree is the best answer others not so much. But the main point is Zerging tanks. PS2 is so annoying when you get the rush of tanks that just sit in the hills and fire into the base. I do agree there needs to be a way to stop tanking from getting into certain areas of a base. I do think the best solution to stop it is to make pulling tanks expensive so players need to decide if they want to suicide run their tank or play with it as efficiently as possible keeping it alive at all points. And the discussion about the devastators being assigned the repair class has been brought up so many times and I still have to agree they should not be allowed at all to be the repairers. I know its a far off comparison but in Bf4 having engineers as the repairers with Anti tank vehicles gets annoying when a swarm of engineers repair tanks and spam rockets from behind it making it an undying fortress. There needs to be a kit of some sort for tactical marines or some equivalent unit to repair and yes it should be reduced in combat. For ork tanks tho I've been wondering if they should have random effects that make them different from Chaos SM tanks that they have looted. Each faction need to have its own type of flavor and ive been wondering if a RNG factor for ork Equipment or Vehicles that players can toggle on and off.
Lascannons are most likely going to be the primary AT weapon of the SM/CSM and assuming that just 1 devastator/havoc is going to be shooting at a tank is naive at best. Having it require less shots than it would take to kill the infantry individually is simply foolish design and when you consider getting less than half a squad to fire at 1 target simultaniously isn't exactly hard (even in the scrubbiest zerg) tank survival time will be tiny. I understand the worry about tank zergs and about tanks being 'op' but making them so squishy is just going to result in very few tanks being used for more than just battlefield transport.
Dunno about lascannons being the main AT weapon, as it plays right now (not just the pre alpha gameplay but the idea of how they want the weapon to work) I'm pretty sure I will be able to abuse the charge up time and move as soon as I see a red point aiming at me across the map, remember they can barely adjust their aim once they start the charge up. Also if they don't change it I think 4 shots should be enough, you shouldn't just park your tank in the middle of nowhere and start shooting, tanks need cover to
plasma pistols, plasma guns, plasma cannons, power swords, power fists, power mauls, missile launchers, krak grenades, lascannons, heavy bolters.. lets face... it anyone who thinks being in an armoured vehicle in a 40K universe is a safe place to be is deluded, when every class has at least 2 weapons options they can use to damage/destroy you getting in a large target and rolling into an AO is asking to get your arse handed to you
It is the most reliable of them to ensure a hit target, the plasma weapons may be a close second depending on how they work but only the lascannon has incredible punch, accurately at long range with a near instant hit. The others may have their niche but the lascannon is the best choice for fighting at ranges tanks will engage at. At any rate the warning laser will only save you if you move quick enough to avoid the shot and if they can track while that laser is active, consider your tank toast. I am proposing that they aren't completely useless if they are going to cost requisition to pull. As I mentioned, no one is going to use them if going on foot is both safer and more reliable than a vehicle and unless the vehicles are incredibly fast, I don't see an upside in getting into a giant metal box that can easily be destroyed. I want to see tanks be a little tankier because it would be a shame to see the vast array of interesting and unique vehicles go to waste because people have an irrational fear of tank zergs. It is a lot for 1 player, but that's the point. If 1 lascannon dev = 1 crewed tank, why on earth would you use a tank? 6 Shots (to the front, side and rear will take less) is 1 more shot than it would take to kill a fully crewed predator if the crewmen were on foot. If it takes the same, or less, why would you want to crew a tank to that level you are risking more lives than is wise since a half squad of devastators can instantly kill you with coordinated fire. Also, if tanks on your PS2 server can fire for 18 seconds and then go repair for 5/6 then there is a helluva lot of engineers repairing the tank or the tank isn't anywhere near death. Either way you are massively understating the down time a tank has during a firefight.
i'm inclined to view them as.... rhino = bus with guns predator = taxi with big guns when we get a land raider then I'll start thinking about 40K tanks
The devs said that the super-heavies won't be making a show IIRC. If they keep the current survivability they won't be used for much more than what you view them as. If you want them as taxis, they are going to need cheap requisition costs which creates more tanks on the field and most here (on the forum in general) don't want masses of tanks flooding the field. You can't really have it both ways and still have tanks being used (over say bikes).
mate taxis arnt cheap lol and anyone whos been in the nightclub districts after closing time also knows that theres no danger of being flooded with taxis, in perth western australia finding one in the city after 1am can take an hour lol