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The Infected One
Fatal Absolution Public Disorder.
673
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Posted - 2014.02.06 14:56:00 -
[1] - Quote
This is not a QQ post, don't bother telling me to "Get gud" or "Adapt or die" because I am adapting, and I might not have the best gun game, but its definitely higher than average. I can generally hold my own against 1 or 2 proto stompers while using nothing more than a basic suit/weapon with some adv/complex shied and armor mods (I ******* hate damage mods, hell my full BPO raven suit has 650 EHP and is totally free.)
Last night once we got to running pubs (Scrim and Dom) we were put up against full teams where 15/16 players were running heavy suits, only about 4 of them actually had some form of heavy weaponry, every other player was just brick tanked with the best RR or other light weapon they could carry.
It was pathetic, running at most (In pubs) an advanced Min logi I saw so many people being simply cut down to heavies standing still just spamming the RR in front of them, not even having to worry about dying due to the large health pool, and high damage high range weapon. If you did get in close enough to have shots land you were cut down by one of the heavies either running a HMG, CR, Duvolle, or SCR
This is the worst abuse of FOTM that we have seen yet. TTK is way too low to give any real diversity to play in most situations. The reason I say this is we now have 4 totally broken FOTM builds.
1. Heavy with proto RR - The only thing with a longer range is the SR, the only thing with slightly better CQC ability is the CR because lolAR, Mass drivers are **** again.
2. Logi brick tanked with damage mods stacked (I still despise the fact that Logi suits can even use damage mods, let alone stack them, and I'm a logi. Leave that **** to the assaults.) and either a RR, CR, or SCR (IMO the CR and SCR are fairly balanced (The CR needs a reduction to its effectiveness against armor. Currently al weapons are on a 200% scale. Ex. AR does 110% to shields, 90% to armor. SCR does 120% to shields, 80% to armor. CR being Minmatar is supposed to do almost equal to both, but it currently does 95% to shields like its supposed to, but a whopping 115% to armor. Thats a 210% scale. 10% higher than everything else. it should be 95% to shields, 105% to armor))
3. Tanks: I'm all for having tanks on the field, they change the dynamic of play and should force players to rethink their approach. They should also require some level of team work for infantry to overcome.
What we have right now due to the lackluster performance of the AV weaponry is its now requiring 4-5 infantry to take out a single MLT tank that costs less than some of my ADV suits, and any of my proto suits. Sure you can still pop them quite quickly if they are an inexperienced tanker, but it doesn't take that long to get used to tanking since they are so cheap and you can simply spawn another one and go again for another 15 kills. Gunlogi and Maddys SHOULD require 4-5 infantry to tackle (Currently, since they took away the adv/proto tanks, and the glass cannon tanks)
4. Scanners - Before we had scanners, we had team view. There was no real point to stealth/speed tank because if one person had LOS on you, you could be seen by everyone. Now we have scanners that you can do a full 360 scan (I'm guilty of this as well, because with everyone able to see you, there are some things that you just have to do) with in 2 sec, wait 16 sec for the mini map dots to dissappear, repeat every 20-30 sec. Its scanner assisted team view. The element of surprise is basically gone unless you are running a dampened scout (You guys still scare the **** out of me)
Throw all of this together and unless you are running one of the above, chances are that you're going to have a bad time.
The previous FOTM stuff was easier to deal with because generally it was just 1 or 2 things that were being abused. Now its 4, and theres still roughly another month and a bit before CCPs purposed changes to see how that will effect game play.
I saw one guys sig on the forum here says that the only winning move is not to play. That is becoming more and more true, there really isn't much incentive to run out and lose a bunch of suits trying to win against all the FOTM stuff, I can run out, spam a bunch links, drop some hives, and go camp back in my red line for the rest of the match and still hit 1st - 3rd place on the leaderbord at the end, gaining me the same amount of ISK and WP that I would have gotten from actually trying, win or lose. Honestly some of my highest ISK payouts were from totally decimating stomps where we lost horribly just due to the fact that I had 8 links on the field and 8 hives while i sat in the back and lol'd at some of the "the game is balanced, get gud" threads on the forums.
I'm still going to get out there and play, do my best to win against normal teams, but when its clear that its going to be a match where the most FOTM on the field totally dominates, I'll just save my ISK and suits and farm WP and SP until the new build, and I know a lot of other players who are starting to think the same. Where is my incentive to do otherwise?
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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The Infected One
Fatal Absolution Public Disorder.
678
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Posted - 2014.02.06 16:42:00 -
[2] - Quote
Reign Omega wrote:I was under the impression scanners only work within squads? They do, but with every squad running scanners full time and all the time with such limited ability to actually beat them without sacrificing everything, its just as easy to figure out where the enemies are with a quick 360 spin, or watch a blue to a 360 scan, and see where he either runs away from (Large group of reds) or towards (Small group if not just a single red) or where his whole squad runs.
With the implement of the squad finder, I' seeing that even what appears to be random blues in these games are still mostly just a squad of randoms. Still a squad, still has squad view with scanners.
It was once possible to get the drop on someone if you saw them first, and you weren't dampened, because if they didn't have LOS on you, they didn't know you were there unless they had scan precision skills or mods (And even then, by the time you were showing up on their map, you were within 10-15m of them anyway) because the scanners they gave us after they took away team view didn't quite work properly and wouldn't pick up 80% of what they scanned.
Cant do that now.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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The Infected One
Fatal Absolution Public Disorder.
686
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Posted - 2014.02.06 18:44:00 -
[3] - Quote
Ashelia Skybrooke wrote: Heavy are starting to make my mind go numb. I don't know if it's just that 90% of players use them, or that it takes so long to kill them, that it feels like they're the only class I fight. But gods be good, they eat up ammo. Oddly enough, I come out on top about 50-60% of the time, but they've become are such unbelievable chore to fight..
Agreed, but its not the single heavy with a light weapon that's the problem, its the 6 more that are waddling slowly behind him that will pick you off with the RR before you can get back into cover after dancing with said first heavy HMG or not.
Heavies have a very large health pool, this we know. The counter to heavies is movement and agility, a medium or light frame can move around faster, letting us get in and out of cover and prep for the next fight. Right now because its so easy to just tank the damage fall off at range and hit hard with a RR against anything less than a heavy suit, its the 2nd heavy you run into that kills you, and then you just spawn and do it again, and again. Unless you switch to a heavy with a light weapon, and try to meet them on equal HP/mobility ground, and even then it just comes down to who lands the first shot, or who has the better angle using a long range high damage weapon.
In CQC, you get 3 or more heavies grouped up with light weapons, or HMG's and its devastating, you get the first one (Maybe) and the next one rips you apart.
Even running in squads and having 3 people against 1 heavy with HMG (Advantage heavy due to turn speed being equal across suits, heavies point defense style w/ health pool, and HMG doing what its supposed to do.) and being able to see another heavy a little ways out waddling towards your group, you're thinking "Ok, I have a little bit of time before I have to deal with that one" but NOPE, MLT heavy + Proto RR!!!, steals kills from the heavy you are currently fighting and waddles away to farm more kills off others.
In CQC with a group of 3 heavies, chances are good that only 1 of them is going to be using a HMG, to clean up anyone who gets past the other 2 with their RRs, but that is rarely required due to the fact that the RR is great at longer ranges and picks you off before you get in to the CQC environment, as well as being totally viable as a CQC weapon if you do manage to get close. even if you have a squad of 6 medium frames against the 3 heavies.
With as you stated 90% of people switching to a heavy frame, that's really all you're going to run into.
If they still allow heavies to use light weapons in 1.8, the Gal heavy will be master of all, unstoppable slow moving killing machine of the apocalypse with his proto RR to take you down before you get close enough to get through his shields, and at minimum adv assault SMG, or magsec SMG and huge armor reserve higher than your total EHP if something does get close.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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