Hi all, just some things that I think could make an already great gaming experience even better. Classes: Tank/Gunner: Allow use of Jets following the use of a jump-pad. This would really help the mobility of these classes, and improve the fluidity of moving around some maps. Sniper: I'm sorry. but I just find this class so annoying and cheap, all they have to do is sit back and spam their massively damaging weapons from where few classes can do anything at all against them. There are 2 ways I wouldn't mind seeing this fixed. -Sniper shots now have a travel time, helping to add more actual skill to the class - Rifle is now single shot, but does significantly more damage Juice: Now, I dont know about the rest of you, but currently I just find juice annoying. It just feels so cheap to see some juiced up god just burst in and rape all things before them. The current way juice affects players gives huge advantages to some classes, whereas it is near useless for others. The assassin, for example, a class that normally dies quickly due to her low health now becomes a goddess on the battlefield having huge amounts of health, crazy movement speed, and wields a ridiculously powerful sword that kills everything in half a second. The tank, on the other hand, benefits very little from juice with his already high health, and already below average movement speed. His short range and the need to aim well makes it very hard to do anything with juice that doesn't involve running away. Instead of eliminating a class' weaknesses, juice should more-so emphasize the strengths of a class. Here are some suggestions: *No class must reload their weapon while juiced. Tank: Tank possess 4x his normal amount of health, is immune to headshots, grapples, knockbacks and dazes, and posses significantly increased Jet-gun range. Deploying makes the tank invulnerable. Gunner: Posses 2x his normal health. Large bonus to damage, accuracy, and range of ground-pound shockwave. Slowdown on hit even if not deployed. Deploying boosts damage even further. Sniper: Every shot is critical, gains ability to fire accurately from hip, significantly boosted to RoF for both guns. Support: Heals all targets (bots, players, and turrets) at a very high rate within a large radius around the support. Assassin: Massively increased speed, grapples are instant kills no matter what, and the animation finishes in half the time. Assault: Can fly for the entire duration of juice. Boost to damage, accuracy, and explosion radius (for GL) Collision: Also, I'm not sure if it was some important design decision by you guys or something, but I would really like it if friendly players could pass through one-another. I've lost count of the number of times I've died because a teammate blocked me from getting around a corner in time. These are just my suggestions; please feel free to give constructive criticism. Thanks.
I agree with you on the Juiced Tank part, the tank now has 0 reason to deploy, so making him immune to dmg during that time makes more sense and fulfills his role as an actual Tank (soaking up dmg for DPS to kill enemies) I also like the rest of the changes you suggested for Juice, good ideas. The sniper is totally OP on the PC, you didn't have to worry about it on 360 b/c no one can aim with those sticks, but now you have people who have been playing CS for years who must laugh at how easy it is to get kills as the Sniper. Its not uncommon for me to see a Sniper go 30-2 or 20-1 etc, there is no real way to get to the sniper because he turtles behind turrets in his base getting free kills.
I agree with more specific juice bonuses. As is, juice is just too simple and feels kinda cheap. Plus there's that discrepancy in it's efficency depending on class you mentioned. I think it's effects should be based off your endorsements though, not class. So that if you have a movement endorsement, for example, you get a bonus to it that exceeds gold. Juice endorsements increase juice duration, clip size gives minor ammo regen, etc.
These suggestions are pretty dumb. You're totally changing game mechanics when the game isn't really out or balanced around high level play yet. It really seems like you're just getting outplayed by the other team and are just making wild suggestions on whatever you feel like.
But there is no reason to doubt that Snipers on the PC are far better then the ones on the 360 and should be reasonably similar skill levels, I'm saying PC sniper should downgrade to 360 version. I don't know how, but something to reduce his advantage on the PC.
Making the sniper projectile based wouldn't really add skill, and (I'm guessing this is what the guy's suggesting) jacking up the damage on a sniper shot and having a 1 bullet chamber would be the opposite of what the sniper is needed.
Mortars and the Assault's GL are completely viable counters to anyone sitting in one position. Snipers being able to rack up kills from their base is more of a problem with the map design, not the class itself. Also, defensive sniping is worthless the vast majority of the time. It simply doesn't win games. Sending people back to their base to respawn in good position to defend their turrets, laughably, isn't always effective. This is probably one of the reasons I've seen posts complaining about the frequency of overtimes; players do not understand end-game. Or, arguably, anything it would seem. End game is good End game is great Push their ******* base We all want to get paid That's not going to happen unless you nerf the Sniper into uselessness. And there isn't any rational behind balancing the Sniper to match the 360 version. I must have said this five or more times by now, but it's quite clear that any significant balance changes shouldn't even be considered without the ability to actually play-test properly (in an organized environment with competitive teams). The large majority of assumptions based on unorganized play in public servers will be completely wrong in the context of actual competitive play. This goes for everything from a classes function in a team to balance issues.
Now lets make sure that we don't become like TF2's polar community with competitive players on one side and casual players on the other, with both hating each other for their own reasons. Yes, it would be nice to try and get a real competitive game going in order to see how that pans out, but lets also make sure that everyone's input is valued to some degree.
I have been playing this game from week one and most if not all the facts you have are due to lack of knowledge and/or playtime. Each and every Pro has one way or another to deal with a Juiced Pro. As a Tank player I can honestly say he is the most dangerous Pro in the game while juiced, and for those saying a Tank's deploy is useless you are crazy. I have seen a lot of posts about Juice but this is the first one wishing for buffs to juice. Moat of the suggestions of having juice are already benefits from juice. I.E: Increased movement speed, increased health/armor, increased firepower, Highest crit. %, and even higher RoF. Lastly, The Sniper class has seen some nerfs from console to PC, just an fyi.
Depends on your situation but I mainly use it for Base assaulting so I can't get grappled or charged away from my task. Not to mention you gain more health and firepower. Also level 2 as a Tank means almost instant health recovery once you deploy and not take damage.
Everyone's opinions, no matter how incompetent and uninformed you are, matter. ******* unique snowflakes, man, unique snowflakes.
Heal regen doesn't beat any source of damage now, unlike those deploy vids I saw where teamwork would be needed to dislodge a "grow your own lazer blazer turret in two seconds" tank. You do continue to take damage, whether it be a sniper's headshot (rendering teamwork pointless with just one alert sniper) or one or two assaults. I mostly use it only to pour on the moneyball: The rate of damage taken renders taking on anything not a Lvl 2 or 3 Rockit turret futile. This seems quite like the Gunner's Lvl 3 deploy despair, where his headshield is effectively useless too. EDIT: I recall being taken down by a Lvl 3 Lazer Blazer too. Product nade would have helped, except a new wave of blackjacks had just spawned on the Grenade III arena so I fired on them before seeing the turret. Either way, I'd have been killed if I couldn't run away fast enough after deploying. ANOTHER EDIT: Note: I don't use GobiNumb on my custom tank, since in my opinion increasing your health does not = damage resistance, making it pointless against anyone running Total Recoil (effectively a damage amp if reload is no problem). Plus fat load of good gold armour will be against a ring-out.
Health Recovery while deployed requires you to not take any damage. Watch this video at 9:00 to see what I mean. For the rest of what you wrote you lost me.
I've tried countless times and still think the tank deploy isn't worth using unless you are hiding around a corner...are you talking about the PC or 360 version?
That is precisely what he means. When your health is low and you have level 2 deploy you can deploy away from combat to start your regen instantly. Also, deploy is ridiculously effective for building juice off of an unguarded lazer blazer or group of slims and blackjacks. It's about a 3 second wait for full juice. I think your main problem with deploy is that it's use isn't what you would think it would be. It's uses are primarily situational and you aren't going to use it a lot.