I-Shayz-I
I-----I
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Posted - 2013.12.01 14:42:00 -
[1] - Quote
I have been meaning to bring this up for a while now but didn't exactly know how to explain it...but I think I figured it out.
Right now we have plenty of ways to earn wp for support related actions, and plenty of ways to earn wp for killing related actions. However, there are two parts of this game that are not very well rewarded or acknowledged and it is restricting the diversity of this game.
Obviously we have Assaults that are great at killing, and Logistics that are great at earning tons of wp using equipment...but what about our scouts and heavies? Well first of all let's think about what kind of gameplay styles we have for both suits. ________________________________________________
The Sentinel is all about point defense. Apparently the commando is supposed to be the aggressive style/more versatile heavy but that's a completely different topic. We only have the Amarr sentinel so we're limited to low slots, meaning that until we get a caldari/minmatar heavy we won't see any fast aggressive shield HMGs like we did back in Chromosome.
But wait, if the aggressive heavy is gone, how are we supposed to earn warpoints? The only three types of rewards a heavy with an HMG can get are kills, kill assists, and destruction bonuses. Back in chromosome heavies were able to easily get 20-30 kills per round without even trying. The good ones getting upwards of 40-60. To me this seemed balanced because that's literally the only way for a heavy to earn points with their weapon. Of course they could be AV, but almost all suits have a way to do AV in one way or another.
Right now, the best way to play the heavy is to defend. You sit at a point and guard it by killing the enemies as they keep trying to take it for themselves. Why not give extra points for killing a player that was hacking an objective? or maybe even just for enemies that are within certain range of the objective? How about extra points for killing enemies around a point you just captured? If CCP really wants heavies to play point defense then there should be some incentive involved besides the fact that the HMG is good at 30 meters or less.
For the more aggressive mobile heavy that runs with their squad, what about points for taking damage well past their total ehp? For instance, if a heavy is taking lots of damage while being repped, shouldn't they be rewarded for being the meat shield/bullet sponge/distraction? The repair tool already gives guardian points for repping someone that makes a kill, what about giving some of that bonus to the person being repped? _________________________________________________
Then we have the scout... the quick, stealthy style of gameplay. They have the same wp potential as an assault, but in order to be effective they have to move around much more and be careful not to be spotted. Since the scout is all about not being detected, why not reward them for it? How about giving a small bonus each time they prevent a scan? What about bonuses for shooting/stabbing players in the back, or "stealth kills" that give another bonus for not showing up on the tacnet when you kill them?
Scouts also seem to use RE's, so maybe that same bonus for killing someone while hacking would help them too. _______________________________________________
These are just a few examples of things I'd like to see in this game to give more balance to the different types of playstyles. One playstyle shouldn't be so much better than another that it makes that playstyle not worthwhile. Certain weapons even have this problem in terms of killing efficiency, where some weapons are just better at killing in general than others.
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