Two questionable changes in CB3 and two more.
#101
Posted November 23 2012 - 08:34 PM
As for the EMP usage, while it's easy to get away from people with poor movement, it's pretty difficult to get away from an equally skilled opponent, and you're basically reliant on someone on your team to survive. In a team environment, EMP only gets stronger, as you can focus down the EMP'd target
It's also piss easy to hit with as long as you make use of the huge AOE radius
And last time we timed it it was about 4.6 seconds
#102
Posted November 25 2012 - 03:39 PM
#103
Posted November 25 2012 - 09:14 PM
String, on November 25 2012 - 03:39 PM, said:
+10000 internets
Finally, an excellent idea. This could even work to balance out classes that feel OP with the option to pick any items they want.
#104
Posted November 25 2012 - 09:52 PM
But I COULD see classes become OP/UP with limited item selection
That is, with the exception of the mobility issues with EMP, which still wouldn't be solved ultimately, because in a team setting those issues would still emerge... not to mention the other problems with it
Edited by Beemann, November 25 2012 - 09:54 PM.
#105
Posted November 25 2012 - 10:50 PM
As for item regeneration, I think it could go wither way.There are arguments for both and both sound reasonable. This is a good thread. I wonder what will happen...
#106
Posted November 25 2012 - 11:19 PM
N0stalgia, on November 25 2012 - 10:50 PM, said:
As for item regeneration, I think it could go wither way.There are arguments for both and both sound reasonable. This is a good thread. I wonder what will happen...
Neither are very flattering
#107
Posted November 26 2012 - 01:49 AM
Beemann, on November 25 2012 - 09:52 PM, said:
But I COULD see classes become OP/UP with limited item selection
That is, with the exception of the mobility issues with EMP, which still wouldn't be solved ultimately, because in a team setting those issues would still emerge... not to mention the other problems with it
Yes, but think about it. Imagine if only C classes could deploy turrets to balance out their slower movement. And scouts wouldn't be able to use EMPs, but could use items like radar or jammer to support their more heavily-armed teammates equipped with HE, EMP, and other more offensive items... _
certain more neutral-ish items such as hologram or shield might still be available to a variety of classes.
_
#108
Posted November 26 2012 - 03:13 AM
Ace4225, on November 26 2012 - 01:49 AM, said:
Beemann, on November 25 2012 - 09:52 PM, said:
But I COULD see classes become OP/UP with limited item selection
That is, with the exception of the mobility issues with EMP, which still wouldn't be solved ultimately, because in a team setting those issues would still emerge... not to mention the other problems with it
Yes, but think about it. Imagine if only C classes could deploy turrets to balance out their slower movement. And scouts wouldn't be able to use EMPs, but could use items like radar or jammer to support their more heavily-armed teammates equipped with HE, EMP, and other more offensive items... _
certain more neutral-ish items such as hologram or shield might still be available to a variety of classes.
_
In every match I've played against a somewhat even/better opponent, EMP gets used pretty much whenever possible by both sides. It's very existence in the game makes the item itself crucial in duelling, and it only becomes more effective in a team setting
Do we now have to balance all the classes via items_ Do we now have to nerf/buff certain aspects of each to make up for the huge boon one item gives over another_
Do scouts then need to keep their current damage numbers because scrambler and radar are largely useless in a team environment, particularly when you consider the effects of other items_
#109
Posted November 26 2012 - 06:42 AM
String, on November 25 2012 - 03:39 PM, said:
It just means we'll see a marked increase in the numbers of mech classes that have the "useful" items versus the ones who do not.
Edited by DarkPulse, November 26 2012 - 06:43 AM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#110
Posted November 26 2012 - 10:03 AM
Edited by String, November 26 2012 - 10:46 AM.
#111
Posted November 26 2012 - 10:28 AM
What I think just needs to happen is that the items take more of a countermeasure role on the battlefield. Right now, some items are simply too offensive in nature, such as the HE charge and EMP. The HE is basically an extra grenade on a mech like the infil, as the Detonator would be an extra missile. Who doesn't want extra firepower_ The EMP is obviously OP at the moment....
Turrets primarily serve as distractions... so I think they're fine as long as they stay nerfed.
What I would propose:
-instead of EMP, have comm-jammer. Upon hitting a target, disables wireless connections to items and teammates [so your deployed items stop working and you lose sight of your teammates.]
-remove HE charge and Detonator
-instead of radar, have a "spy drone" that could give you an overhead view of a part of the battlefield and help you relay info to teammates.
-make the radar-jammer an actual jammer; have it render enemy radar inactive within a given radius of item deployment rather than simply giving false signatures. Possibly could visually mess with the HUD a little too.
-have some sort of countermeasure for locking weapons like the Seeker and Hellfire missiles. I.E., an on-board [or deployable] target-jammer that breaks missile lock and perhaps also prevents the enemy from being able to see your name/health.
-make the hologram give a radar signature, or perhaps make it possible to deploy multiple holograms at once. [other than that, I'm cool with it.]
Edited by Ace4225, November 26 2012 - 10:29 AM.
#112
Posted November 26 2012 - 10:41 AM
http://community.pla...efensive-items/
#113
Posted November 26 2012 - 01:52 PM
I do miss the support item slot, I always had a radar jammer there. It was a great tactical tool to get good positioning on the enemy. Also allowed players to rely on their positional sense - something you don't have in fps anymore because of fvcking radar radar everywhere.
#114
Posted November 26 2012 - 02:01 PM
String, on November 26 2012 - 10:03 AM, said:
It is not, however, balanced around class-specific items, nor is there any sign that it would be
You'd just be heaping another layer of balance issues on top of whatever issues we already have
As well, the purpose of all weapons is to damage, the items have utility functions that are entirely unique
Edited by Beemann, November 26 2012 - 02:01 PM.
#115
Posted November 26 2012 - 03:03 PM
#116
Posted November 29 2012 - 06:39 PM
INTEL i5-4670K * ASUS Z87-A * GOODRAM DDR3 2x4GB * GIGABYTE GTX 760 OC rev 2.0 * X-Fi XTREME MUSIC * GRADO SR-60
SAMSUNG EVO 120GB * OCZ STEALTHXSTREAM 2 600W * Win 7 64
@ defekt : Mobility is King and burst damage is Queen. Checkmate.
Gdy byłem młodszy byłem bardziej beztroski... aha... nie lubię już POLSKI !
#117
Posted November 29 2012 - 06:41 PM
KaszaWspraju, on November 29 2012 - 06:39 PM, said:
Edited by Beemann, November 29 2012 - 06:42 PM.
#118
Posted November 29 2012 - 06:57 PM
Edited by KaszaWspraju, November 29 2012 - 06:57 PM.
INTEL i5-4670K * ASUS Z87-A * GOODRAM DDR3 2x4GB * GIGABYTE GTX 760 OC rev 2.0 * X-Fi XTREME MUSIC * GRADO SR-60
SAMSUNG EVO 120GB * OCZ STEALTHXSTREAM 2 600W * Win 7 64
@ defekt : Mobility is King and burst damage is Queen. Checkmate.
Gdy byłem młodszy byłem bardziej beztroski... aha... nie lubię już POLSKI !
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