Jourmagand
Legendary INC.
1
|
Posted - 2013.02.05 04:27:00 -
[1] - Quote
Hello all,
I've been lurking for a the past week and it seems the general consensus is that the sniper role is broken and the scout is role less. While the starter fittings suggest the scout is supposed to be the sniper role it is actually not true. Heavy and Assaults fill this role better as the sniping mechanic dictates that if I can see you while sniping I can be counter sniped.
Scouts simply do not have the armor to survive even a militia snipe unless lucky or fitted with certain mods; mods that the scout fittings really have a hard time supporting in the first place. For being flavor texted into a sort of "master tech" platform the scout suits are kind of disappointing.
Granted this is mostly forum QQ but I have to agree with this in my playtime here.
I have seen suggestions in changing the sniping mechanics to make them harder such as adding travel time and bullet drop. I support this as its just good game play despite being flavored otherwise. Plus a promised patch seems to be doing this in the future so its a bit of a moot point.
There is also the problem scrub snipers that enter the game with militia fits or such, and sit at the red-lines and snipe and don't really contribute to anything but their own ego.
There are other issues to with certain mechanics as well but I really think it has to do with lack of defined role and the general low bar of entry for certain roles. For instance, my character here is spec'd heavy into scout (Speed, Scanning ,Dampening with some Sniper/MD/Shotty depending on fittings ) right now but I can load up on some assault gear and run with the fatties decently enough but I'm not as good as some one who actually has worked on the assault trees. The reverse is not true however, scout militia suits are just as good at penetration and covert type ops as more expensive suits, they just lack some perks in the slot category. In fact the assault suit is better if not just as good in some cases if properly fitted.
The thing is this game runs under the premise that there are four roles on the battle field right now. Of those four roles assault is the general jack of all trades class and that's great. That is as it should be yet, the others are technically specialist roles that are suited for certain ops and should be treated as such. If you want to play a sniper well there should be a mechanical limit (possibly skill modifiers) that dictate that its a harder path based on prior training. Just as spec'ing into heavy+HMG requires a certain investment in a path, so should others like Logi and Scout and Sniper .
Essentially this means all players would start with the assault militia BPO and have to work on getting the right skills to unlock other suits. Want to play scout, okay you need to get the base skills first, but because you started on that path now its harder to cross train into heavy beyond the "its just going to cost me some for sp/isk for new skill/skillbooks".
Doing this would do a lot of balance out the game as it would not nerf things for players but instead give them benefits for playing the game how they want and not be outclassed at their trained role by those who just picked up a gun.
Sorry this is probably TL;DR territory but its been on my mind for sometime. Unfortunately this is kind of hard to do in the game in its current state without a wipe. Then again it's very possible this is a planned concept and the whole of the mechanics have not been rolled out as of yet.
In any case happy hunting meat bags.
|