ESSAAAAAAAAAY POST
I'm joining in this argument/discussion late but I'm not entirely sure what's being argued now. I'm assuming JustJake still feels SS is OP, or at the very least it's the FOOS that just so happens to also be the most powerful. First I guess I'll address is it being the FOOS, or more well known term, "noob toob".
Examples of TRUE FOOS's
Starcraft 2: 6 pool. The build order is literally just this - Do nothing. Build spawning pool when you finally have 200 minerals Click 'build zergling' 3 times when the spawning pool finishes. Find opponents base and attack it. THAT'S IT, and you can get a win with it. 6 pool is by no means the most powerful strategy in the game (or even good), but it's the easiest thing in the game to do and get a win with against other newbies. For reference on what 'real' build orders can look like, here's JUST an opener
http://wiki.teamliqu...FE_(vs._Terran)
Street Fighter (and many fighting games): Flowchart kens. You have no idea how many people play EXACTLY like this. It's fuzzy bunny hilarious. And yet they get wins somehow.
http://wa1.images.on...rt.jpg_v=234600 I don't think I even need to mention that this is not the best way to play a fighting game.
Call of Duty (and a million other shooters): The noob tube. Point, click. Insta-Kill anyone within 10 feet of where you clicked, no matter how good they are. The most well-known FOOS I think, and a good example of why. Depends on the game, but this can actually be high-level strategy too.
Hawken: Sharpshooter. Accurately point and click 2 different weapons on a potentially fast-moving mech, taking off anywhere from 33% to 20% of their health. Now intellegently find cover and hide, as you have the lowest DPS in the game and cannot win head-to-head fights on even ground. Repeat every 5 seconds until target is dead. Don't miss. Waaait....
That doesn't sound like, "minimal effort". Powerful sure, but many things are. Sharpshooter requires intelligent play over time and good aim. And I'll speak as someone who has watched 3 different players pick up the game from nothing - sharpshooter is not what they found easy. It punishes bad aim, cannot go head to head with other mechs and NEEDS map knowledge to keep distance.
What did they ALL find easy_ The C-Class, brawler in particular. Suddenly, they can mindless charge their opponents, tank damage, and have 2 high DPS easy-to-aim weapons - the Flak cannon and TOW. This was by all means the Hawken FOOS. Against other people their skill, as soon as my friends picked the brawler they started wreaking face. No knowledge or effort require, just mindless fun. And for any fear that the easiest strategy is also the best - I think we all know the struggles of the C-class against good players.
Now, as far as sharpshooter being OP, I don't think so. Powerful yes, but most things in this game are when used correctly. There is one thing I feel is OP though - the Infiltrator with HEAT cannon. So lets look at all the reasons why I feel the infiltrator is OP, then see how the sharpshooter stacks up.
The biggest reason I feel the infiltrator is OP, is that against even good opponents (unless they are using the infiltrator w/ HEAT) my good play ensures than not only do they have no options to fight back on even terms, they actually have no options to not die or run away. The infiltrator with HEAT cannon is versatile enough to fight in any position and has a significant advantage against virtually any mech, with any loadout, at any range.
First, infiltrator is an A class. Outside of vs. other A-classes this means you automatically have the dodging/positional advantage, as well as the advantage in running away/chasing someone down. Nothing wrong with this, I mean this just comes with being faster. The downside is less health, and I feel should also be limited access to particular weapons - HEAT cannon and Vulcan in particular. Nothing wrong with being an A-class, but the issue comes into play with how much the HEAT+GL combo benefits from the A-class strengths, and minimizes the A-class weakness.
So second, the wonderfulness that is HEAT+GL. The DPS of the HEAT+GL is nothing outlandish at ~140, as the Assault Rifle+TOW is 146. However, AR+TOW is at 146 with sustained fire, generating a lot of heat. HEAT+GL is at 140 DPS shooting every 2-3 seconds, the rest can be spent behind cover. It also generates effectively 0 heat as you should be charging the HEAT for every shot.
Nothing even particularly outclasses this DPS in a straight fight, yet the HEAT+GL have such versatility. Both weapons have huge AOE. The GL can restrict movement by laying mines, be arced over cover, and banked off of walls to get deep behind cover. The HEAT cannon is point accurate and nearly hit-scan, it can even trade well with a sniper. On it's own, the HEAT is ~81 dps generating no heat, while slug+sabot is at ~96 DPS generating a lot of heat. And the HEAT is just as happy hitting the wall behind you as it is hitting you.
All of the above DPS stats are also ignoring an effect of front-loading all your damage - in the short term your DPS is unmatched. Look at just the HEAT vs. other primaries, assuming you walk around the the HEAT charged. If you round the corner vs. someone using the AR (a very common and high DPS primary), and you both start shooting at the same time. In the first instant, you've done 160 damage. Then, over the next 2 seconds the AR does ~170+. At 2 second mark though, you fire again for another 160, totaling 320 damage over 2 seconds (160 DPS) vs. 170. 160 DPS is beyond even standing still in front of the Point-D vulcan. And again, you can achieve this 160 DPS WITHOUT needing line-of-sight with your enemy for the majority of the time.
Third, this is where being an A-class becomes so silly with HEAT+GL. You have the mobility to ensure that you can always break line-of-sight after shooting. Against other A classes that can negate this, you have the absurd amount of front-end damage to ensure you out DPS them for days. The play style of HEAT+GL is already half running away, making it so B and C classes can't chase you down without getting kited or splashed to death from around corners. They can't hide from you either, your weapons are tailor made for damaging those behind cover. Infiltrator is often in your face in the first place, plus it's an A class so when someone runs it's not hard to catch them. The quasi-sniper rifle effect of the HEAT cannon does great damage at long range too (harder to run away again), and with arcing grenades provides a very safe way siege points from a great distance.
I honestly feel playing infiltrator with HEAT that I am never in danger. With good play I should never get cornered by a full-HP C-class or caught in an open field against a far-away sharpshooter. And outside of those 2 extremes, I feel like I always have a huge advantage. Head to head with a <insert mech> using <insert loadout> at <insert range>_ K, eat all of my damage, cya in 2 seconds to do it again. Or don't run and just out-damage them. I'm at the point where I charge 3-4 mechs on the AA for example and don't care, winning the fight often. Having 2 splash damage weapons helps 2+ vs 1 as well, as splash can hit multiple mechs at once.
These aren't even outlandish claims. The HEAT+GL combo DPS compares favorably with other high-DPS combinations. The difference is the abilities of HEAT+GL. All the damage is front-loaded/burst and gains those benefits. It's all AOE, and gains those benefits. It's versatile as it can snipe, bounce around corners, preform in close-range, generates no heat, lay mines, and can arc over cover. The A-class chassis' natural speed is great as taking full advatage of these benefits, to the point of really having no weaknesses. While I know personal stats matter little because of the amount of inexperienced players, I would also like to mention I had a 100% team win rate and roughly 5 or so K/D (I say had because the previously mentioned friends kinda fucked my stats up
).
I feel the above is a good argument for something being OP. So, can the sharpshooter compare_ It's got front-end/burst damage. It's accurate. It doesn't have much versatility though, no splash and very low normal DPS. Eeeeeh....no. It can't, it's just good at sniping which is simply a powerful strategy.
So yeah, I do feel the HEAT+GL doesn't belong on an A-class, as much fuucking fun as it is to play. I should probably make another thread on this topic....