Ability Sacrifice


(R_Shackelford) #1

So with the new DLC and new abilities, we’re going to have to be a bit more picky in our ability selections. Every class now has at least four activate-able abilities for three slots. So what are you giving up for the new abilities?

Engineer:
Probably giving up Kevlar buff for Pryo mine. I’ll mess around with the Pyro a bit before I settle. I really hate to give up a buff, especially as mines are generally more geared toward defense.

Operative:
Probably giving up Sticky Bomb for UAV. Haven’t gotten around to testing the UAV, but I think it’s a safe bet.

Soldier:
Probably giving up Flashbangs for Napalm Grenades, but there’s the potential that I’ll give up Satchel Charges. Trying to mess around more with the Satchel Charges so I get a better idea before I decide.

Medic:
This is the tough one. I messed around with the sybian health station a bit. Seems like it could be helpful, but the healing radius seems kind of small. Maybe it’ll work better playing with humans instead of against bots, but I’m not sure I’ll end up keeping it. If I do, it’ll be a tough decision.
Which should be sacrificed for the Health Dildo?
Metabolism: Hate to give it up. A great buff.
Adrenaline: I don’t use it much, but it’s definitely good to have on standby for emergency situations.
Lazarus Grenade: Another one that doesn’t get a whole lot of use, but definitely nice to have when the situation calls for it.


(tangoliber) #2

Medic: Lazarus, Adrenaline, Health Regen Unit
I absolutely love the Regen unit. There are so many great places to put it.

Soldier: Molotov, Flashbang, Napalm Grenade

Not sure about the others yet.


(BiigDaddyDellta) #3

Im going to ditch either adrenaline or metabolism, im more of a rescue medic.


(RabidAnubis) #4

Engineer is ditching… well this sucks. I like all of my abilities.

You know, this is gonna turn into a competitive forum soon, where people argue about what three perks you should have.


(QUIK420) #5

My medics will have plenty of room for this new ability. Id get rid of metabolism for it since they both do generally the same thing.

My engy will be dropping the old mines if the new ones are better and if you can place two of the new ones. I needs ma kevlar.


(thesuzukimethod) #6

yeah tough call. When Satchels come in handy, they come in really handy…same could be said about flashbangs.

engi is dual spec’d and i already chose improved wep buff over kevlar (i know it’s not zero sum, but i only had 1 point left), so I’ll just add pyro with the new points.

sticky bomb will probably be the one to go if the UAV is useful (especially since i’ve been told it sticks both sides in FF-on matches)

med? i’m guess the sybian will be ultra useful or mostly useless depending on placement (and context). e.g. top of the ramp for defenders on sec tower = great, trying to use one while escorting necheyev as attackers = not as great.


(R_Shackelford) #7

You can only set one Pyro Mine at a time. :wink:


(ZionDelhamorte) #8

[QUOTE=thesuzukimethod;363969]
med? i’m guess the sybian will be ultra useful or mostly useless depending on placement (and context). e.g. top of the ramp for defenders on sec tower = great, trying to use one while escorting necheyev as attackers = not as great.[/QUOTE]

LMAO:stroggbanana:


(thesuzukimethod) #9

and if you take pyro, you can only set one old mine, right?


(QUIK420) #10

Noooooo lol I guess my main Engy will be sticking to the ol mines unless one pyro is better at killing ppl then two regs. Ill prob throw the pyros on one of my other engies. And on the up side if pyros are that cool I can get rid of the dbl reg mine ability and spend that point somewhere else :smiley:


(thesuzukimethod) #11

pyro mine’s potential for area denial is significant. tested with an engi buddy last night. ran into his pyro after it had been running for a bit. full health soldier, no (health) buffs (w/ battled hardened) = death.


(R_Shackelford) #12

I only played with it a tiny bit, so I’d need more testing to confirm, but I think a Pyro Mine can actually kill someone at full health, instead of just a knockdown like the regular mines. I think the flame after detonation lasts 3-5 seconds.

I think you can still set 2+1.

It’s gonna be explosive firey chaos all up in the hack room on Resort.


(thesuzukimethod) #13

holy **** yes. even crazier on FF-on matches. (do we know if pyro mine does damage to same team yet (when FF is off)?


(Stormchild) #14

Correct me I’m wrong, but the level cap being raised to 24, if you have “specialized characters”, is there really a need to give up on abilities ?

The choice factor is more present when you make a all-rounder char or dual class specialization (and even in this case I am not sure it is really a problem because you get 4 new levels / abilities points, meaning 2 points per class if you dual specialize, meaning 1 for the new perk and still one more freebie).

If you have an all-rounder, 4 new levels making 4 new points making 1 per class, enough to grab the new abilities on each class ?

Or did I lose track somewhere ?


(iezza) #15

[QUOTE=Stormchild;363994]Correct me I’m wrong, but the level cap being raised to 24, if you have “specialized characters”, is there really a need to give up on abilities ?

The choice factor is more present when you make a all-rounder char or dual class specialization (and even in this case I am not sure it is really a problem because you get 4 new levels / abilities points, meaning 2 points per class if you dual specialize, meaning 1 for the new perk and still one more freebie).

If you have an all-rounder, 4 new levels making 4 new points making 1 per class, enough to grab the new abilities on each class ?

Or did I lose track somewhere ?[/QUOTE]

Can only carry 3 abilities at same time :slight_smile: problem existed with nmedic before now with op soldier and engiee.


(thesuzukimethod) #16

this

not a bad problem to have (choices)


(Oschino1907) #17

[QUOTE=thesuzukimethod;363999]this

not a bad problem to have (choices)[/QUOTE]

With the patch and DLC its like a whole new game in terms of loadouts and ways to approach things, so many choices and every single one has a time and place… I was sooooo lost all night cause I rushed to the new levels after only one playthrough in co-op for each side.


(AmishWarMachine) #18

[QUOTE=Oschino1907;364011]With the patch and DLC its like a whole new game in terms of loadouts and ways to approach things, so many choices and every single one has a time and place… I was sooooo lost all night cause I rushed to the new levels after only one playthrough in co-op for each side.[/QUOTE]I didn’t even have that. I’d played exactly 1 round of Labs (as Resistance) in a 1 vs 1 setup (so I could look around without worrying about dying too often).

Shortly thereafter I jumped into those games with you.

I was lost pretty much the whole time. :cool:


(FireWorks) #19

For gods sake keep the flashbang. This is the game turning ability, especially compared to camper charges. Thinking of CC as security…


(Stormchild) #20

+1

Flashbang is very very useful to break camps or protect planter etc…

Too bad I cant remove Molotov. Also, the satchels are not bad but quite limited in the situations where they can be used efficiently (protecting CPs ? defending obj ?)