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Beren Hurin
OMNI Endeavors
201
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Posted - 2013.03.05 21:17:00 -
[1] - Quote
Now things will change when we go from 8 to 12/16/24 man teams in different matches, but currently I'm seeing a lack of analysis about the values of different roles. Most people think in terms of "Why can't my fit match X in lethality?" I think this is a gross misunderstanding of roles and efficiency on the battlefield.
Instead, what we should be thinking about is, "Are the capabilities that this completely different role is providing, matching the cost of not being a bread and butter STD assault AR player?"
These trade offs will happen moment by moment and based on situations as dynamics change on the field. But basically, you can start to determine the point where extra equipment slots are marginally benificial for your team or are actually a hinderance because they may be at the expense of potential HP or weapon slots, or mobility.
Likewise in the other direction, adding HP on to the squad may only be so effective if it has less of a likelihood to be saved by someone with an equipment slot with an injector. |

trollsroyce
Seraphim Initiative. CRONOS.
183
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Posted - 2013.03.05 21:30:00 -
[2] - Quote
This is the most common undersight on the forums, resulting in "nerf snipers" posts when there is only one map, where a sniper is currently a worthy pick (Manus Peak, where you can still just replace the sniper with a rail tank and get more done).
Basically: If you can control supply depots, use them to change according to the flow of battle. If you need field superiority, take snipers and tanks out. If enemy has field superiority and it matters, take snipers and tanks. If you need constant long distance deployment and in the start up, use a dropship. The most undervalued weapon right now is a forge gun - it kills everything else in a close-midrange fight and can destroy vehicles, too. The opportunity cost of using swarms over forges is often forgotten. Would the LR guys be better off mid ranging with forge? Prolly yes in all situations. |
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