Anti air for a tank doesn’t need to default to “kill them dead at range”
Instead I’m talking about a tank that has abilities that interact with flying heroes. Obviously that doesn’t rule out being able to dole out damage to some degree - it’s important for tanks to be a threat of course after all. But not exclusively. Whether it’s abilities that use CC to ground them, a means to contest them, abilities that make particular air spaces dangerous or inoperable to utilize. You know- things that take and make space.
We’ll have 4 flying heroes here soon. It’s already difficult with 3. What I’m saying we need are more options.
they could either have ability that threatens air characters by some degree,
or even primary,
what’s wrong with primary that’s long range? if it’s not as powerful as S76 damage, then it’s completely okay, in fact it’s balanced because it’s weaker close range since it won’t bring any more value like shotgun or gun with spread would…
The good news is that flying heroes contest air space by their own nature. In other words, it is quite likely that Space Ranger will be a decent answer to Pharah and Echo.
Which brings me back to where did you get the idea that contesting the enemy dps to capture the objective is not a tanks job? Is there a chance youve become aware of the fault in your logic yet?