Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
0
|
Posted - 2014.03.31 10:51:00 -
[1] - Quote
I'm a bit of a newberry at the whole Dust experience...... 3mil SP and on the whole still running Militia gear so EVERYTHING seems OP to me! I'm kind of enjoying myself and at the moment want to keep grinding away. I'm therefore not well versed in the ongoing back and forth issues with balance and can therefore only comment on how the game is playing for me at this moment in time.
I don't think scouts, cloaks or shotguns are OP or unbalanced at the moment but I do think the scout, shotgun, cloak as a combination is. High Speed, Wide Scanner Radius, OHK ability and zero visibility on most scanners seems to me to be too much of a win, win, win, win combo. I know that they are lower on HP etc but armour modules appear, on the whole, to make that almost a non problem.
I'd like to see the need to specialise fits more become the way around these problems. Rather than nerfing, boosting, anything make it down to choice and play style by pushing people towards certain fits.
For example. If someone is running a cloaked, heavily damped scout, then great, but loose them their shotgun. Sidearms and knives only giving you a silent stealth assassin type character. They have speed/ electronic and optical stealth/ good situational awareness but less firepower, although still a OHK with knives.
If they want the shotgun then they loose the cloak but can still run full dampeners and precision mods meaning that they are still unscannable by 90% of other players have great situational awareness and speed but need to think more about sneaking around. They have speed, electronic stealth and the ability to OHK but have to pick and choose their sneak attacks more carefully / out manoeuvre their targets. These guys make active scanners more important again.
If you want to run a shotgun wielding armour tanked scout then fine for that too but you loose the cloak and dampening meaning that you are visible and more scannable but can take and dish out a lot of damage.
Maybe high SP well built Proto players can run the shotgun cloak combo?
As I said I haven't been around long enough to fully understand the issues of balanced scouts etc so this may be way off track. If so then sorry. Also I get that a lot of balance issues are drastically altered when running in well coordinated squads etc. As a newberry i have limited experience of this so far. I feel maybe these tweaks would be geared more to solo that squad play?
This would then also make other classes more relevant again. Need to attack a defended objective? Tweak the assault suit slightly so that it can, for example, run a Mass Driver and a Shotgun/SMG combo (maybe too much I admit....) but then they are ideal for area denial and clearing up stragglers without overlapping a scout or being able to engage at long range. Commando's could then sit in the middle of the two with the ability to operate a bit more stealthily behind enemy lines, dropping uplinks etc but with less firepower than an assault but more stealth and less stealth than a scout but more, and more varied firepower.
I'm guessing however that none of this really falls under the realm of a hotfix. |