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Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
180
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Posted - 2014.03.30 21:11:00 -
[1] - Quote
Balancing is much easier than most believe.
Commandos - the class at the moment has good strengths, good weakness and its racial bonus is balanced between its class and with other classes. I would like to see commandos running a AV launcher as their second weapon. So a boost to their racial weapons, and a boost to AV damage (via launchers) would make the class perfect.
Logistics received an nerf in 1.8 which hurt the overall effectiveness of true logi's but did remove most of the slayer Logi types, which after all was the goal. They are highly prized for their role, but limiting their ability to run a variety of equipment does hurt them slightly. I don't have a problem with their slot layout but i do have a problem with logi's not being required to run t least their racial equipment in a locked equipment slot.
Sentinels fix again is simple, just remove their ability to run light weapons in the heavy weapon slot. Their eHP is fine, their role is fine, everything is balanced outside of the light weapon usage. I don't think HMG are balanced but it works with the class just fine at the moment.
Scouts again is a quick fix. Lose cloaks and provide Amarr scouts with a complex version of their stamina/stamina regen racial skill. I would like to see Min Adv suit have more PG (2 base is fine). Scouts got a boost in 1.8 and cloaks are not required for scouts to be balanced or highly competitive or highly useful in a match.
Snipers, if they picked the Cal commando they should be just fine. There needs to be more sniper friendly areas and better sight lines on some maps.
Assault, here is where the mess occurs. There are plenty of options to boost modules, rof, reload, and adding a 3rd grenade for them. I don't see anything wrong with the Amarr bonus to its weapon but they do need more, so well as all other assaults. Scouts are not suppose to be slayers, assault class is. If that means lowering weapon kick, increasing reload speeds, and providing them with more offensive tools then that needs to occur. Provide cal with bonus to shields modules, provide Amarr with bonus to armor mods, provide gal with boost to reactive/reps, and provide min with slightly more speed and a bonus to sidearm damage as well as increased clip size.
Assault class are suppose to be slayers, scout are suppose to be objective and strategic movement based, commandos should have AV boost, logi's aren't struggling but aren't exactly par yet. Sentinels will be fine using heavy weapons only. Every class is balanced, commandos can keep AV in check as well. Scouts losing cloaks turns off easy mode and makes them skill based again. Everything will be fine with a few tweaks.
I agree with many of your points, I've also seen some threads with great assault bonus suggestions which I've forgotten. I would also like to see scouts (specifically Amarr receive bonus to hacking objectives which belong to the other team by rewarding additional SP for their saboteur role). every class is easy to fix with a quic/hot fix. Although assaults need some serious help t the moment. |
Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
182
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Posted - 2014.03.30 22:48:00 -
[2] - Quote
LEHON Xeon wrote:Lmao @ OP's idea on scouts. They finally just became effective across the board and he wants them cut back down to where they were. Scouts rely on sneak alpha damage attacks. I use a CR with my scout because I use distance flanking. I'm already at a severe disadvantage from far less HP (no I don't brick tank). If I cannot kill the suit I'm targeting with superior accuracy before they can turn and fire at me, most of the time I'm going to be dead. The last thing I need is another damage nerf.
Heavies do need to be fixed. As far as I'm concerned, sentinel suits should now be locked in terms of weapon slots to heavy slots only. The release and adjustment of the rest of the commando suits now fill the role of light weapon heavy suits. Although we should have the rest of heavy weapons released.
Scouts became effective? You serious? You're a ******* joke if you think scouts couldn't excel before cloaks were available.
You must be a piece of **** scout if you can't flank or sneak behind players without using a cloak. Use strategy, movement, map knowledge, and be selective on targets... Or you can just be a piece of **** and use a cloak to gain the upper hand. Cloaks offer players an offensive advantage their don't deserve while lowering the risk that their poor gameplay and decisions are punished. They are a crutch used to make poor gameplay a viable option. Scouts are not slayers, scouts shouldn't be given an easy mode equipment, and poor gameplay should never be rewards. Low risk, high reward, no drawback... Seems like cloaks are covering up for your **** gameplay and you love your new crutch.
The scout is suppose to use movement to get the drop on players, this does not include being able to 1v1 a high eHP tank with your CR and ****** gameplay. A cloak is not require to be able to sneak up on a heavy and use an RE, nor is it required to use a flux, nor is it required to use your movement skills to keep circling around a heavy. You must be a stupid to think a scout should be able to take down a heavy 1v1 using poor gameplay and strategy. Maybe it's why you love cloaks so much, they provide you with advantages you don't deserve.
Scouts rely on alpha damage? Yea, you and your CR? Please, scouts rely on strategy and movement. Strategy to move around the map, create opportunities for you to successfully engage and win gun fights, and to be aware of your surroundings. Movement, how fast and skillfully you can move, while requiring the knowledge to choose the right path, and the skill to pick the right angles of attack, and of course the speed to close the gap on your prey. Then you can use NK, SG or other weapons to take them down quickly, but always using movement to counter their spin-and spray tactics.
A cloak is not required to be successful, it is actually an items used to support and reward poor gameplay. No longer do scouts need to use skill and strategy to play smart defensively and offensively. But now cloaks cover up poor decisions and are a crutch beloved by their u skilled users. |
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