True : , vehicle balance is a very subjective term. It's decided by the gameplay around the vehicle, and the pace of the game. It's tempered by the power of the vehicle, the ease of getting in one, its speed in relation to other players, and counters to the vehicle. Obviously in games like UT2k4 it's completely out of balance due to the ease of getting a vehicle, and the inability to stop players from getting one. Not to mention the power of the vehicle in comparison to the counters and overall gameplay flow.
Take a look at a game like T2 in classic though. You have an entirely different situation. The assumption that a second life for the person in the vehicle = imbalance is not true at all. The shrike was brought from god-like status in base and base ++ to complete balance via these few simple changes in classic
A.) Much faster players. (Vastly increases difficulty and decreases effectiveness in going after other players. Still very possible for sure but not to the same dominating degree as base/base++)
B.) Faster missiles : Reduces the mobility of the shrike overall by having a consistant missile threat behind it. As well as having it getting taken down more often in situations where a shrike can't go near top speed.
C.) Improved offense: This relates back to faster players, but its important enough to list as a seperate point. Vehicles in T2 have a static, easily campable and spammable spawn point. When you have very fast offense, its easy to apply pressure to the vehicle pad and base, further reducing the effectiveness of the shrike and vehicles as a whole.
Now True, when you add all of this together, this forced the shrike into two different roles. One being more or less an improved LD type position when you played the shrike on defense. Of the very few people who were decent with a shrike in T2 classic (difficulty issues), it'd be worth swapping out an LD to a shrike for taking out HO and cappers mf. The other role was a shrike being used for quicker transportation in capping, and more notably medium capping.
The notable effectiveness someone really good in a shrike had over a regular LD was paid for by the the difficulty in getting one up into the air in a competitive match. Simply because, mid-match you can almost always rely on a remote inventory to suit up and go out, but getting a shrike out with consistant offensive pressure and spam isn't nearly that easy in many cases. This would be the definition of a balanced vehicle by virtue of difficulty to use and difficulty to obtain in comparison to other effecitve positions.
So in the end, you cannot make statements on balance simply by stating random thoughts. Balance is determined by the game and an element within the game in relation to other elements of the game. It's not one factor which determines balance, it's many.
Take a look at a game like T2 in classic though. You have an entirely different situation. The assumption that a second life for the person in the vehicle = imbalance is not true at all. The shrike was brought from god-like status in base and base ++ to complete balance via these few simple changes in classic
A.) Much faster players. (Vastly increases difficulty and decreases effectiveness in going after other players. Still very possible for sure but not to the same dominating degree as base/base++)
B.) Faster missiles : Reduces the mobility of the shrike overall by having a consistant missile threat behind it. As well as having it getting taken down more often in situations where a shrike can't go near top speed.
C.) Improved offense: This relates back to faster players, but its important enough to list as a seperate point. Vehicles in T2 have a static, easily campable and spammable spawn point. When you have very fast offense, its easy to apply pressure to the vehicle pad and base, further reducing the effectiveness of the shrike and vehicles as a whole.
Now True, when you add all of this together, this forced the shrike into two different roles. One being more or less an improved LD type position when you played the shrike on defense. Of the very few people who were decent with a shrike in T2 classic (difficulty issues), it'd be worth swapping out an LD to a shrike for taking out HO and cappers mf. The other role was a shrike being used for quicker transportation in capping, and more notably medium capping.
The notable effectiveness someone really good in a shrike had over a regular LD was paid for by the the difficulty in getting one up into the air in a competitive match. Simply because, mid-match you can almost always rely on a remote inventory to suit up and go out, but getting a shrike out with consistant offensive pressure and spam isn't nearly that easy in many cases. This would be the definition of a balanced vehicle by virtue of difficulty to use and difficulty to obtain in comparison to other effecitve positions.
So in the end, you cannot make statements on balance simply by stating random thoughts. Balance is determined by the game and an element within the game in relation to other elements of the game. It's not one factor which determines balance, it's many.