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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
93
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Posted - 2013.07.20 06:38:00 -
[1] - Quote
I think it would be more beneficial if we discussed and bounced off general roles to create variety before we go deep into racials which would be based off on roles. I think that each suit class should be broken up into 2 sub roles, ex. the scout suit would have two of the races operating as flankers and two as disorientation. There would also be multiple ways to perform within those two sub roles as well. This is my set up, like or dislike? Or what did you have in mind.
Scout- Role 1- Flanker Which constitutes high speed, high damage, and setting up your enemy to kill them fast
Role 2- Disorientation Slower scouts which use EWAR which either cuts communication, information, or messes up fighting mechanics for the enemy
Sentinel- Role 1- Tank/Bruiser Unique high damage weapons with lots of hp to absorb hits
Role 2- Mobile Command Slower with less fire power but can perform some of the following: operate as a mobile spawn point for on the field clones, super tank with larger radius shields to cover overs, aoe that slows down enemy speeds, or detect cloak units within a certain radius (a soft counter to cloaks, would also make sense for something named after a guardian or watchman)
Assault- Role 1- Vanguard Overall good offense, defense, and speed but slightly stronger offensive capabilities and decent speed to push into enemy lines
Role 2- Trench Good overall as well but slightly stronger defense and regenerative properties which allow units to hold a spot in cover to pin enemies down
Logistics- Role 1- Medic Tanking and repairing abilities to be able to go under fire to perform
Role 2- Coordinator Firepower to clear an area and to set up base spawns and ammo to create the next trench
Commando: Role 1- Support Weapon Coverage to handle different situations
Role 2-??? Unfortunately it has not been out long enough for me to really get a full analysis of its utility, so I am not going to pretend and make up something. Though the weapon coverage really is a very broad that can be made to do anything on the mid line fight.
Again, looking for your criticisms or +1s here but I am seriously interested in your ideas on how the general role functionality of the suits should operate as, and I am hoping we barb off each other with these ideas. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
94
|
Posted - 2013.07.20 06:49:00 -
[2] - Quote
Michael Arck wrote:The entire squad should move according to the heavies.
In the wake of all the changes, people ignore and don't respect the heavy. Heavies should lead the way, even though they are slow in movement speed. There be too many heavies by themselves while the entire team is running around without a care in the world.
That is why I thought the mobile command role would be beneficial by adding bonuses that make it useful for the team to operate with the slower heavies. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
94
|
Posted - 2013.07.20 06:53:00 -
[3] - Quote
Michael Arck wrote:Nice that you took the time to analyze. It's not bad what you compiled. I think the Assaults should be the flankers IMO due to their good offense, defense and general speed. Scouts, IMO, are just good for relaying information and doing some plucking every now and then.
I also feel that mercs should learn some tactics. Flanking is a very good maneuver when executed properly. Unfortunately, I don't think the term is really understood. For instance, if a squad is pushing up hill with their heavies and are met with heavy resistance, they should be moving to the right in a sort of running strafe. Maybe that would be a perfect time for Scouts to come in.
But most just continually push forward without considering high ground, low ground, flanking and pie slicing techniques.
The scout community consists of better flankers than assault players because we really can't play any other way. Combine this with the fact that currently the only reliable way to earn points is through killing since we only have one equipment slot, which isn't a good alternative to sp. So I figured since we had to suffer the sidelines and learn to flank I figured it was respectful enough to the community to keep that tradition alive with scouts still being able to perform such. Also detection serves as a good tool to flank individuals, which is how I use the scanners. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
94
|
Posted - 2013.07.20 17:05:00 -
[4] - Quote
Michael Arck wrote:Oswald Rehnquist wrote:Michael Arck wrote:Nice that you took the time to analyze. It's not bad what you compiled. I think the Assaults should be the flankers IMO due to their good offense, defense and general speed. Scouts, IMO, are just good for relaying information and doing some plucking every now and then.
I also feel that mercs should learn some tactics. Flanking is a very good maneuver when executed properly. Unfortunately, I don't think the term is really understood. For instance, if a squad is pushing up hill with their heavies and are met with heavy resistance, they should be moving to the right in a sort of running strafe. Maybe that would be a perfect time for Scouts to come in.
But most just continually push forward without considering high ground, low ground, flanking and pie slicing techniques. The scout community consists of better flankers than assault players because we really can't play any other way. Combine this with the fact that currently the only reliable way to earn points is through killing since we only have one equipment slot, which isn't a good alternative to sp. So I figured since we had to suffer the sidelines and learn to flank I figured it was respectful enough to the community to keep that tradition alive with scouts still being able to perform such. Also detection serves as a good tool to flank individuals, which is how I use the scanners. When I made that assessment about Scouts, I was thinking that they're defense could leave them vulnerable while flanking. But I don't play as a scout so I don't know. But they are quite a nimble bunch. Tactics should be discussed more. Or at least maneuevers should be discussed more often so that blueberries would stop running straight for a meat grinder.
A good flanking maneuver means you won't get shot, which is really the only way a scout can play with the hp they have (or sniping out of the range of attackers. There will also be cloaking which I think scouts will somehow get a better bonus to.
In defense of those charging in the meat grinding, if there wasn't a front or general direction of attack to capture hostile attention, there would be no flank to utilize. 90% of my kills are when two groups of opposing AR users get stuck in a trench and I sneak up in the back and literally go down the line of enemy cover and shotgun 5 or 6 people before they realize I'm there. Afterwards I run away and rinse/repeat until they realize that its not a very secure trench. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
94
|
Posted - 2013.07.20 17:37:00 -
[5] - Quote
Aizen Intiki wrote:I don't know about some of the things the Sentinel gets, like the speed and the Cloaking. Those would be things that say EMP's and stasis webs jobs. Also, I think the only way to scan down a cloaked person is through the active scanner. However, I think it should have near Scout scanning abilities, as well as a higher defense. Maybe installations aroind it such as turrets, as well as itself gets a slight defense boost to promote defending?
Very true because the methods to perform such are already on the road map, I was thinking different tiers or weaker version of those functions. They can be dropped since being a mobile spawn can be one of the mobile commands function, and shields could be the other. I was also considering if the sentinel MC subset should get some sort of aoe that boost allies in some way as well, but I haven't come up with anything logical just yet.
I agree that heavies need more defense and better detection abilities for the trade off they get and to boost their defensive abilities, since getting sneaked past reduces the purpose of defending. |
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