Ignatius Crumwald
IMPSwarm Negative-Feedback
481
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Posted - 2013.05.21 08:56:00 -
[1] - Quote
I don't want to come off as insulting, but there seems to be no rhyme or reason to the changes they make. I feel like there is very little, I don't know, I guess the word is "vision" for the the way the game should fit together in terms of balance.
HMG's, heavies, and scouts get repeatedly punched in the D!@k all throughout the beta, but then, BAM! TAC-Rifles.
When you make a game that tries to make everyone happy, you will make no one happy. "Sandbox" and "player choice" are the operative buzz words that get used behind the scenes in games that get balanced poorly like this, but people forget what makes a good sandbox game good isn't all the stuff you can do, but the stuff you can't do - the rules, the back bone of the game.
Without any rules or backbone this game is doomed to be nothing but a flavor of the month weapon slop fest. When they finally fix the balance issue with the Tac, there will be so many requests for respecs that they'll put the option in the market. Then specialization will simply be non-existant, the player base will just be chasing the flavor of the month Ice cream truck.
The potential for deep strategy and decisions on specialization that actually matter is there, but it's almost completely negated by bad balance. There's very little true specialization, which is good because there's very little evidence that the will to balance those specializations against one another even exists.
So why even have a Heavy class Or a scout class, or even an assault class? Why not just give everyone Logistics suits with tac-ARs and let them pew-pew at one another in space while other players who still insist on speccing a different weapon, holding out hope that someday everything will make sense, try to catch those shots in their mouths for SP?
Oh...
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Ignatius Crumwald
IMPSwarm Negative-Feedback
487
|
Posted - 2013.05.21 16:49:00 -
[2] - Quote
Tac rifles should have a huge -75% accuracy penalty while hip firing, a 20-30% drop in ammo per magazine, and a 25% longer reload time.
They shouldn't be useless in close quarters, but they shoudn't be the all around go to weapon either.
Damage is fine, fire rate is fine. It just needs A Bit of risk added to the reward. |