Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
52
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Posted - 2014.01.12 18:57:00 -
[1] - Quote
100% militia means that everything has higher fitting costs. That would lead to quite interesting trade-offs.
I wouldn't remove vehicles, though, because the game should be balanced around the whole set. If you remove vehicles, you'd need a rebalance that actually takes this new game mode into account. If you just reduce to mlt/std, you just have to keep the same relative balance at a lower level of equipment.
(Actually, what is the current balance default? Is it competitive play, i.e. proto equipment?) |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
52
|
Posted - 2014.01.12 20:14:00 -
[2] - Quote
Tebu Gan wrote: And yea, vehicles have to stay, though in this current iteration, tanks are a bit OP compared to the infantry they run beside.
The thing with vehicles is that there is no viable militia method to take down tanks. If the basic AV template had REs or a forge gun, HAVs would suddenly go down in masses.
By the way, fighting a LAV with a swarmer is currently really awesome.
Quote: As a FPS, it's rather lacking in the competition.
I only started playing it because it's F2P, in contrast to all other PS3 FPS. I wouldn't actually buy a console FPS. But yeah, it's extremely mediocre in terms of gameplay. Some of the nuances are actually interesting (I recently started using the Breach AR, for example, which feels really satisfying), but all in all there's not much depth to the game. And that's a real shame, because the premise allows for all kinds of creativity in terms of gameplay design. I played Section 8, Crysis and other games that roughly fall into the same niche and it's kind of unfortunate that this game didn't do any sideways glancing to those titles. I really hope it gets better. Hell, it *did* get better. 1.7 was actually quite a decent patch, except for the AV oversight. But it's not yet enough. They really need to fix basic stuff like the terrain issues, which are really frustrating when you try to run away and get stuck in a hill.
In my opinion, this game is way too subtle in the way in which customization works. I'm not talking about 100% damage increases - I'm talking about modules that increase zoom on scopes, allow grenades to be thrown further or grant you a decent bonus in jump height. By the way, is there any point in different shield/armor damage values on guns? I mean, players should be able to use the guns they like most. They shouldn't get penalized because they encountered a Caldari instead of a Gallente while using projectile weapons. Shields and armor are already quite different, after all, due to how speed maluses and regeneration work, as well as the slot layouts. There is no need in getting arbitrary damage type bonuses/penalties. ...But that's just rambling on my side. If you looked at the entire game rationally, it would also be wise to either change the reload system or replace the reload button with an automatic cooldown, because it would be functionally the same. I don't think anyone would like that, though. Especially considering how people already want to pre-nerf cloaks. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
52
|
Posted - 2014.01.12 22:06:00 -
[3] - Quote
Joseph Ridgeson wrote:I am in favor of this but the problem becomes vehicles. A Militia/Standard Swarm Launcher would be hard pressed to kill off a proper Standard Tank. If nothing else, it opens up some variety in game play rather than just having people use the same prototype weaponry ad nausea.
I actually have the impression that swarms aren't supposed to counter HAVs. It seems like REs and Forge guns are the intended counters right now. REs require the tanker to have no infantry support and the player to be good about avoiding the tankers FOV. Forge guns require heavy suits, which have their own drawbacks. That's actually a nice way of balancing infantry AV against heavy vehicles. Too bad that these two kinds of AV require quite a bit of SP investment.
Swarmers are for anti-air and to kill LAVs. Which kind of makes sense, as they are self-aiming weapons and dropships and LAVs are the fast vehicle types. And killing LAVs is currently already fun with Swarmers.
I do wonder what AV grenades are for, though. I guess it's for those matches where the enemy uses way too many LAVs and your team actually uses proper squad tactics. Then again, a swarmer might be a better trade-off than having everyone lose their grenade slot. |