Phos, on May 17 2013 - 09:29 PM, said:
MartyFriedman, on May 17 2013 - 08:31 PM, said:
vonbach, on May 17 2013 - 07:23 PM, said:
A classes have just as much firepower and more importantly they can apply it better because their quicker.
A good example is the infiltrator I was testing I'd zoom to the top of the scoreboard by simply shooting the grenade
launcher and running away when they got sick of it then shooting again. No advanced playing on my part at all.
Try doing that with the Grenadier. A classes definitely need some type of weakness because right now they really don't have one.
Also, this picture:
was from a couple nights ago. The enemy team was originally comprised of 2 Infiltrators, 1 Berserker, 1 Tech, and a couple B classes, my team was the same as in the picture, but with another Infiltrator instead of the Tech. We were winning and it was something like 1400<2200/2300-something and both teams had 2 ships launched. Then at about the 20 minute mark or so their team switched to what it is in the picture. For some odd reason, that team of 3 C classes, who should have been at a massive disadvantage, I mean, my team had 5 A classes on it, made an awesome comeback. Their comeback was in part because they're all kickass C class players who know how to play them correctly and as a team.
Objective based gametypes are the cornerstone of the game. Pointing out that TDM or DM is slightly broken as far as team tactics and incentives goes has little to do with class balance and everything to do with current meta incentives and the spawning system.