D3LTA Blitzkrieg II
0uter.Heaven
133
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Posted - 2014.11.29 12:10:00 -
[1] - Quote
Hi, I can honestly say i never really enjoyed PC as much as the old school corp battles. Been playing DUST for a long time and stayed on top of the meta and in competitive play since PCs conception and until about 3 months ago.
I like the game and i really want it to succeed but as of late im getting tired of the bullsh!t....RE RE RE, fuking shotgun in my back, HMG HMG, RE, shotgun to my face, high ground uber mando RR in my back and Min mando MD rain + autolockfireandforget SWARMSSSSS.... yay PC.
Where are the old school chrome fire fights? Even in pubs more and more "PC meta" is trickling down. I cant call this kind of gameplay fun. :/ Its not satisfying at all. I am tired of watching the game I love be turned into utter sh!t.
Would be nice to see more talk for changes that radically shake up the meta. Solutions proposed:
1. The new EWAR changes need to allow for medium frames to compete on the E front. Shatter scout absolute superiority by increasing base scan range of medium frames from 10 to 20. (30m with range skill at 5). Make it so assault precision can pick up any scout within its short scan range no matter how damped the scout is (30*.25=7.5m). I can foresee massive Q.Q but allow me to explain. 7.5m is not a lot of range. To a scout traveling at 8m/s or faster that distance is a cakewalk. Coupled with the existing HUD passive delay it shouldn't be OP. Range amps would allow the assault to extend its short range, therefore giving it more time to react. Profile dampeners would allow scouts to close the distance in medium range until reaching close range of the assault. Precision enhancers in turn allow assaults to pick up undampened scouts in their medium range & long range therefore increasing situational awareness. Also, shared passive scans are removed. Doing so would give assaults a chance to react to "assasinations" but would leave heavies vulnerable. EWAR assaults in turn become less combat effective via loss of possible HP, regen, firepower, etc.
TL;TR - shared passive scans removed - medium frames detect everything in passive short range - scouts use damps to avoid detection in long and medium ranges - assaults use range amps to allow for better reaction time in short range passives - assaults use precision enhancers to pick up undampened scouts in medium and long ranges - assault base range increased from 10m to 20m. (30m with skill 5) (all exact numbers can be worked on and tweaked, I am simply presenting a few principles)
2. RE's need to be placed down. The whole Frisbee explosive waffle is the only real counter to heavy but its not really fun gameplay. From now on make RE's be set down, or greatly reduce the range they can be thrown.
3. The HMG needs a nerf. Dial back its damage by 10% - 15% and re introduce the turning speed penalty. Not to the point where it was back in 1.2, but make it so quick moving infantry in really close range can outpace the heavy while firing. Adding plates should further decrease turn speed encouraging heavies to not stack +1400hp (+ small arms resistances).
4. Remove commandos equipment slot. Two Comandos can control high-ground until a OB becomes available. One carries ammo, one carries links. They both carry swarms and sh!t on DS/ADS. Removing eq slot makes them effective for a limited time unless a logi comes along :D ... yay teamwork. (cant wait for the new OBs! If new OBs prove viable, forget the commando change)
Final vision: heavy>assault>scout>heavy. Logi support, & mando rooftop AV & firepower.
Cheers o7
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