MojoNixon, on February 20 2013 - 08:35 AM, said:
Yes but it is still a version of the game that you and a few clan mates play based off of your views on those two items. The mass majority of people will be doing the regular game through matchmaking or clans. Who knows if the emp or rev-l are even considered omitted when sponsored competition occurs. I know you have specific math that is irreproachable but in a game based more on getting the jump on the opponent a few items like these would help in the OP's AA holding situation. It lends me to believe those items have a place in the game. More diversity not less, long live auxiliary items.
The AA itself isn't balanced. It's heavily weighted towards CQC classes and AOE spam in particular, and it reduces (and in some cases, negates) the potential contribution of long range classes. If an item completely breaks that, imagine what it would do if used elsewhere, or if used by the defending team
Additionally, on the topic of diversity (and I stated this before), the problem is that allowing the RevGL and EMP would have REDUCED diversity. You would have only ever seen giant green flashes, and every team that wanted to compete would have had to include 2 RevGL Grenadiers. Even ignoring the huge stunlock capability of the RevGL (as it was, and still is, the biggest offender when it comes to chaining staggers on a target) you're still dealing with a level of spam and damage output that really isn't matched by other weapons, particularly when dealing with chokepoints (which Origin is full of)
We also didn't play on Bazaar due to the extremely weighted nature of the map. Do you consider THAT to be a bad decision as well, or do you accept that certain imbalanced scenarios should be excluded if it's an obvious issue that is easy to fix_
And again, it's not as if Adhesive feels that the game in its current state is a comp-viable game. Hugs has stated
multiple times that they don't feel that's the case