#T-62 Rebalance

1 messages · Page 1 of 1 (latest)

shut knoll
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The T-62 is a very weak and awkward vehicle at the moment due to its high ticket cost paired with low penetration, low speed, poor armour and large easy to hit ammo racks. The T-62 is best left at main in most cases and the units that rely on it such as Insurgent and Militia armoured are quite poor.

To rebalance the vehicle it could be put into the role of a chunkier Mobile Gun System instead of being a very bad tank with no upside. This would give Militia and Insurgents a quite unique vehicle and reason to play the faction.

-Reduce the cost from 15 tickets to 10. This will make it easier to trade tickets effectively when using the vehicle and makes it less painful to lose overall.

-Reduce the health from 3000 to 2000. This will make it die in 3 shots from a tank, it'll be less able to directly duel with enemy tanks and even other armour like MGSs and ATGM equipped IFVs.

-Change the damage modifier to HAT from 1 to 0.725 which would make HAT rockets deal 1015 damage and ATGMs deal 1305. These weapons will still two shot the vehicle but it'll have more health to work with after being hit but less than a regular tank would.

-Remove the rear hull ammo rack and reduce the amount of ammo held from the current 12 AP, 8 HEAT and 20 FRAG to 8 AP, 4 HEAT and 10 FRAG. This is max IRL load with 1 rack. The removal of the rear rack makes the vehicle more survivable but the lowered ammo count means it has to be used more deliberately and around repair stations.

The T-62 with these changes would still keep the 550mm pen AP it currently uses, making it tricky to engage enemy tanks head on.

For changes to how it is used in the units:

-For Mil/Ins combined arms and motorized the initial spawn timer will be reduced from 15 minutes to 10 minutes to allow the vehicle to get a good position or impact before the enemy tank spawns in.

-For Mil/Ins Mechanized have 1 T-62 spawn off the start and a second one after 25 minutes. This gives a unique aspect to these units.

slate dust
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And then add a T-62M that has the second rack but cages covering it

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So it would look cool aswell

granite raptor
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I dont see any reason why this tank should be nerfed.

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What exactly is the point of this proposal? You say it is awkward and weak, and propose a nerf to fix that?

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I dont see the improvement here

shut knoll
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It's a rebalance to give it a place in the game. The current T-62 is awful because it costs 15 tickets.

granite raptor
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With your proposal it would be an even more awful T-62.

shut knoll
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Compare it to Sprut or ZTD05 at the 10 ticket point and it makes more sense. It's still semi-weak but it has a role.

granite raptor
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It will have the same role, but be much worse at performing it.

shut knoll
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Really in my eyes the only thing that's becoming worse is dying in one less tank shot and being a bit more vulnerable to LATs. The ammo reduction can be circumvented by simply playing smart with your shorts and using repair stations. Those rather small downsides come in to save you 5 tickets on a vehicle loss.

granite raptor
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The 5 tickets do not matter if the vehicle becomes significantly less useful. With your proposal it would have to resupply basically after engaging 1-2 enemy APCs. If because of this even one enemy light vic cannot be destroyed, the ticket advantage is gone.

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Not to mention that flanking would be less of an option to circumvent this weaknesses because of the logistics.

pulsar mason
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So 62 have more chance

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at least in a static position

shut knoll
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Extremely awkward to use and you're often better off just using natural cover.

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In a slapfight vs another tank head on you lose 100% of the time health-wise since it's way hard to pen them and they often have a reload advantage.

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You can only win on a flank, basically. Other assets are way better at killing tanks for IMF or INS so you just leave it at main.

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So if it were made so that it isn't a tank adversery and instead a chunky Mobile Gun (best way to use it at the moment) with the relevant ticket cost it could see more use.

Even just keeping the stats it has at the moment and reducing the ticket cost to 10 wouldn't be broken. I'm just theorising.

slate dust
crude breach
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Should just be treated as a MGS, 10 tix and reduced respawn timer. It's barely better than a ZTD05.

shut knoll
crude breach
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10 tix then seems reasonable

wheat light
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I like the idea but you are also suggesting a lot of nerfs to this thing. 8 AP is like 2 MAYBE 3 vehicles, and the reduced health makes it easy as hell to kill. I think that this would only be able to be used by extremely competent armor crews. You’re saying that it should be buffed but then stripping it of offensive capabilities and making it die faster. Cool idea and I completely agree, but I think this wouldn’t solve the issues.

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Perhaps adding a tow?

lusty tide
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Too many cons on this tbh