2008-03-31, 04:08:59
basically, you are right.
but this problem is known, and some work is going on with that. for example, the discussion about removing the extra hitpoints you gain for experience, which depend on you maximim hp.
but, you forgot that a starting tank with more guns can easily kill other starting tanks which save for better vehicles. you pointed out that its worth less (in absolute numbers) than endgame kills, but money i get in the first 10 mintes is also worth more than the same amount of money i get after an hour. means, if i manage to make some extra kills with my extra weapon early, i can have the same tank at the same time as the guy who saved for it from the beginning, and im in the advantage.
thats the theory.
however, i agree with you, tanks are basically too strong.
thats why i support the total removal of the extra hitpoints given for experience. if that is done, we can see again how the tank <-> item balance works.
but this problem is known, and some work is going on with that. for example, the discussion about removing the extra hitpoints you gain for experience, which depend on you maximim hp.
but, you forgot that a starting tank with more guns can easily kill other starting tanks which save for better vehicles. you pointed out that its worth less (in absolute numbers) than endgame kills, but money i get in the first 10 mintes is also worth more than the same amount of money i get after an hour. means, if i manage to make some extra kills with my extra weapon early, i can have the same tank at the same time as the guy who saved for it from the beginning, and im in the advantage.
thats the theory.
however, i agree with you, tanks are basically too strong.
thats why i support the total removal of the extra hitpoints given for experience. if that is done, we can see again how the tank <-> item balance works.