I was just reading the "Most Overpowered Class" thread (nhttp://www.uberent.com/forums/viewtopi ... =17&t=1985), and I noticed that there is an overall consensus that the support class is the most overpowered class (except for those who exclusively play the support class and argue that they are not OP [to the death] in fear of a nerf). I do not know how any rational person can argue against the consensus. The support class is consistently ranked among the top play-makers in each and every game, and for good reasons... 1) Auto-kill air strike (1v1 it is easily avoided, but in a congested pvp area, it is just cheap to take out an entire area with an "I WIN" button). It gets even worse when in a pvp congested area you have 2+ support class, thus, 2 support players, 2 turrets, and 2 "I WIN" buttons. 2) Quick juice up- Lately, I have been seeing a trend where support players are quickly juicing up from healing only a handful of bots and then wreaking havoc with a combination of the "I WIN" button, 1 shot shotgun kill, and a quick level 3 turret. 3) Autoaim/Jackrabbit combo- I've heard the argument that the heal/hurt gun takes of the least damage, so this is no advantage. NOT TRUE! Think of damage vs. accuracy. As the support, your heal/hurt gun takes off little amounts of damage, however, you are CONSTANTLY hurting your opponent (even around corners), whereas as the other classes must center their crosshair on the (surprisingly quick) tigger bouncing support (jackrabbit) player, which is difficult to do. As an assault, sniper, or assassin (lower armor classes) the constant damage quickly kills them. And this does not even include the other tools at the supports disposal. 4) Turret gun- High Health, High Damage, Fast Respawn time, Removable, Overhealable... I find it odd that when the support player dies, the turret gun stays there as opposed to dying along with the player. Not only that, but at level 3 it takes a considerate amount of firepower to take out the turret gun, which has a quick (in terms of its game impact) cooldown. Also, when shooting the turret with a long-range weapon, if the support player heals it, it takes forever to take out, and unfortunately sometimes, based on where the player and gun is positioned, and the current status of the game, that is the best action to do. Basically, its a pain in the *** to push your bots when support players can place these OVERPOWERED turrets in effective locations that require killing close up in order to push your bots, and as we all know, killing the turret up close with many classes is 50:50! Personally, it is kinda sad when all I and many other players have to do to win ANY game is play support class. If you still do not think support class is the dominate class. Then for your next 5-10 games, look and see which class consistently ranks as the top performer in terms of money, K/D, etc. Then you will see a mile-long difference on why the Support = "I win" class.
I play a fair bit of Support - when I'm playing with friends, it's usually what I do best to bring to the group. Are air strikes powerful? Yeah, but like anything they've got their limitations. But skilled assaults can get ring-out after ring-out with their bombs, and a sniper with fully upgraded traps can disable all of your skills and leave you sitting defenseless for the headshot. I'd argue that the Air Strike is in-line (or not that far out of line) with those other two. Even with that said, I'm not against Uber giving them another look to make sure. Support juicing is something that could perhaps use a look - but without gaining juice for heals, how would you suggest that Support players ever get Juice short of buying it? I'm not going to bother responding to the Hurt/Heal Gun since that's already being addressed in the patch. We won't know whether that's enough of a change until the patch goes live. As for the Firebase, it's not as overpowered as you think. Better than half the time, when I get killed, my Firebase is toast before I can get back to it. Typically, a Gunner or Assault can deal with an unguarded Firebase with their explosive weapons pretty easily. A Sniper's flak when upgraded will destroy it easily - and at level 3 I think it melts the 'base faster than a Support can heal it. Yeah, effective Firebase placement is a pain. But if it's at/near a bot lane, just wait for it to start shooting the bots. In an ideal situation, you'd just have to grab a teammate and wreck it. The lack of communication in pick-up groups is the biggest problem the game has. (My opinion, of course.)
And there are a ton of whiners who think assassins are weak when it's not. Support isn't overpowered unless your team has none. Note I play gunner almost exclusively these days. 1) when fighting supports who are away from their turret, their only shot at killing you is probably the air strike unless you are an assassin. Bear that in mind and they are much easier to kill. 2) Many classes juice up faster..... sniper gets juice the fastest once he has his passive upgraded. Know your class and you will help to prevent a support from getting juice. Only a gunner with his level 3 upgrade can out damage a support healing most turrets. Most people kill you in 1-2 bullets while juiced. 3) Assassin can just dash away from the support and the support cant kill him..... same goes for the assault. Tanks deal a hell of a lot more damage than the hurt beam and have lots more health. Gunners have more damage also. Snipers have flak, an uzi and traps and if they are smart they won't die from the hurt beam unless he is juiced. 4)While the turret is good it is also stupid even when hacked. It's one thing when it surprise kills you because you didn't know it was there. But alone it is a sitting duck after you learn how to kill it. If the support is standing there then wait for it to start shooting bots and kill the support (depending on your class you may need to back off to kill the turret). Be smart.... use bouncing grenades as an assault. Use your aoe shot and superior range as a sniper or use your flak. As an assassin use the bot decoy strategy to assassinate the support then blind the turret. All I have to do to win is play gunner. Playing by myself or with my friends (most of whom are 99) I get the MVP about 80% of the time. I don't boost and I have almost 700 mvps. Normally this is due to the fact that I get very good kill streaks. I also get lots of multikills and generally do not die very often.
I have a very hard time feeling that the Support is OP. If a team wants to win a GB game or a serious scrim, there are no supports to be found. They are difficult to deal with if they are set up in a 1v1 situation, but that's about it.
It's more than 1v1. I don't really care about tournament play or "serious" "scrims," because that neither determines the balance of a class nor serves as the end all in any case. Tournament play is nice and all, and hardcore players tend to be able to work with crap, but it's disingenuous to use that sort of thing as the rule. But then, without stacking the deck, there's little argument, is there? A support of average skill fares damn well against other classes with players of similar skill. It has perhaps the lowest learning curve and also perhaps the most versatility (considering Sniper's got long and short range covered, perhaps second most). No amount of tournie play or RAWR IM SERIOUS BIZNESS play changes that.
My fist class was support and I is my best class (even though I can easily achieve higher scores and better K/D ratios with sniper, duh, who cant?) IMO, supports firebase needs to be untouched. I can take out a firebase easily with every class EXCEPT the supports nemesis...the assassin. Especially snipers and tanks. I wouldn't mind a change in supports mechanics like: 1. Make the shotgun have longer range, but weaker damage. Or maybe have the shotgun have knockback instead of damage? 2. Airstrike needs to do less damage and/or range shortened. Support should be just that...support. Make the support rely on his turret and his heals be an asset to a team. Supports ARE assests to their team because they can airstrike and shotgun through front line defenses easily.
From one of the highest ranked SUpport players (top 170 in Crossfire earnings and top 150 for kills). Support does need some tweaking I will agree with. Firebase I find good as is. It's EASILY taken out with anyone who can think up a basic strategy. If it's being healed - QUIT shooting the Firebase. Get the support. I've got at least 300+ kills on my Firebase (over 1400 total) from players who just will stand there shooting it as I heal it. Firebase will win every time. This is a slight issue. Overhealing should be allowed but have it drain and quickly. I am saying a full overheal will completely drain in 30 seconds. Another part is slower overhealing too. Once it's at full health the overhealing will need a extra 25% time to reach full. This will prevent a single Support from being able to outgun a Gunner. However if 2 supports are healing, that's where it can be powerful (and should be). Cost of 2 supports healing a single unit is losing another player to help aid the team and 2 targets are bigger than one. If that isn't a fix I think the Firebase should take MORE damage from explosives, make them do 30% more damage to the Firebase. So non-overhealed will be instantly killed. Overhealed will be in "red" health basically meaning a few extra bullets will kill it. The Airstrike, honestly fine as is. It's noticable, and if tagged you can get under a bridge. If any tweak was to happen is the LAST second before it drops whereever the player was at that second - it hits there. This will allow Assassins, Tanks, Assaults to use their "Charges" to completely dodge the bomb right before it hits. However as said, I find it is fine as is. It is easily dodged, it's meant to be a destroy all in a area. That's why it's useless on 1v1 as it's easily seen - it's deadly to catch people off guard - why it's purpose is to throw at clusters of busy people. However the key to killing a support is RANGE. He is a close range player, get medium distance and shotgun is useless, hurt ray is medium (just run back more and it's useless) his only savior would be the attacker blindly running into his firebase or getting tagged with bomb. Long distance he is USELESS. Don't try and go toe to toe with a Support close range unless you dealt some damage FIRST. That's where people make their mistake. I have Assaults charge at me, miss and then try and gun me, well sorry you're close and I got a shotgun - what should win? Now oh hes 25-30 feet away and shooting me - damn hurtgun cant reach, shotgun - damn most pellets are missing. Who will win now? Assault. Apply this with most classes. Assassins do have a great weakness as they are close range, Supports are anti-Assassins. They are rivals basically. A good assassin and easily kill a support but make a mistake - you're dead.
I agree to most of your view above except for this... They are not rivals, they should be, but they are not because the support beats assasins hand down. Rivals need to be of equal skill/abilities to be true rivals. If I am by my firebase getting healed by it, assassin rarely kill me. They can try (and try they do), but they mostly end up dead with my hurt gun while I jump around my firebase. If they are lucky (which is rare in my case), they might get me once, but end up dying in the process.
If its been argued to death in the other thread why did you make another thread. It's all been argued there.