FraggerMike
G.R.A.V.E
340
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Posted - 2016.05.10 16:54:00 -
[1] - Quote
Operative 1174 Uuali wrote:I like locking players into a role based on time played, i.e. proficiency. See, part of the problem is that players can just jump around in roles as a match plays out. This allows for the protostomps. A battle shouldn't end up with everything being immediately countered the minute someone brings something like a tank onto the field.
Battles will be better, more exciting when players plan ahead, play dedicated roles and are either limited by the roles they can field in one match or limited by how long and what roles they've bothered to actually focus on.
As a vehicle user you should want that. You ahould want the guy popping AV at you to have actually wanted to focus on that role rather than just passively train the AV skills just so he can pull it out to immediately counter your tank then swap back to regular ol' run and gun boring shooty shoot now that the thing they hate is off the map.
No, infantry should have to deal with my skilled up tank driver with skilled up AV both dedicated to their roles AND hopefully, limited to that role in that match if that is the role they are really wanting to play.
A better method for non AVers to have spur of the moment counters would be to have power ups, weapon caches littered around the map or limited AV at depots to have basic counters to vehicles.
Beyond that, do what I suggested before on the forums and have two role slots per match. You can then use one of those two pre-chosen fits. Therefore, planning and strategizing a team makeup beforehand would make the difference.
Having a team that fields certain elements but not others, i.e. weaknesses makes for a more interesting battle. Not every army has everything. An army is only as strong as what it brings.
That would turn the sandbox into quicksand.
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