FLAYLOCK Steve wrote:Balistyc Farshot wrote:Ydubbs81 RND wrote:Joel II X wrote:It's not that I'm okay with it, I just don't think it's ridiculous. I don't see it every match.
A ratio I'm about to pull out of my a** of heavy spam to RE spam frequency would be 25:3.
They have a short delay, and require manual detonation which is a delay in of itself.
Sentinels move around (believe it or not) and have the potential to kill almost as fast as an RE could. Instantaneously. However, they have a much larger area of effect, and don't die to a single flux or shot from anything.
REs are not the only counter to heavies though. Counters include......heavies on your team, shotguns, create distance, double teaming, knives (although nova knives are cheesy as well), etc.
The best approach IMO, make them un-triggerable. The RE then is motion activated. So this is a trap, not a weapon. Otherwise they need to make shields more resistant to REs so there is a counter. Trap REs require you to draw enemies to your trap. You don't throw it at them, you run around a corner and lure them in. If they want to keep them like they exist, then they need to make the timer super long so it is trap not a thrown weapon.
So someone was able to get 20 kills from supposedly just RE? Even if this did hhappen, guess what? So what, same can happen wit a freaking assault rifle, **** nova knifes even. I bet most of those kills was done by placing them where there is multiple reds trying to advance. It's just tactics, so nerf tatics?
Ok, I am getting hate for thumbs downing REs.
Back trolls! Back! I have fire!
Now to my point. I simply hate how 3 heavies maxed out on EHP and a logi can be dropped by one boundless RE, then refilled from a nano to be done again at a uplink. This is why scouts are using them, they can take a whole point with one skilled scout. I have done this so don't tell me it isn't true! If you want this but in a more tactical way, then bring back contact grenades, they did this as a weapon better IMO. They were a better option and require you to fight after you rip away most of their EHP. Just up them back to carrying 2 and those with a shotgun would be how a scout wrecks a heavy.
REs are a satchel charge. My push is to change their role in battle (Tactics) and make them equipment for all classes not a weapon for scouts. Give them a wider area but less damage or set them up as a placed trap with motion sensitivity. Either way will change the tactic to detonate, then mop up, and assaults/heavies would want them as well. I am not just pulling this from my backside. Name another game that this weapon would not be seen as unbalanced in, TF2 makes sappers for gear only like fluxes, PS2 uses C4 and it is more for vehicles than people due to the smaller blast radius. PS2 also has mines for vehicles or personnel. BO2 has the claymores, Betties, and the C4.
The issue is having 3, they kill everything, they fill from nano hives, and they can be thrown (Don't give me any BS on this, I know the tricks).
Like I always say, "Come with other game examples"
BO2 - reduce ammo to 1, which is a hard nerf, but is more inline with this being a thrown weapon.
Make them planted at your feet only directly to the ground, PS2 C4.
Make them a trap that is motion activated, Claymore, Betty, PS2 Mines. This stops throwing and makes them traps not grenades.
Make them refill like uplinks and nanohives. This will slow down the amount on the battlefield but isn't like any other games.
Let me know if this balancing sounds out of line. Don't flame about them not being balanced. I want them to be useful as a tactic!