[quote=“JJMAJR;194494”][quote=“Dracorion;194449”][quote=“JJMAJR;194418”]
objective specialists are supposed to have incredibly defensive abilities to offset their offensive-oriented passive. Fletcher is an exception to this rule, an outlier.[/quote]
I don’t see why engineers are supposed to be that heavily defense favored, I mean I simply don’t like to play any engineer other than Fletcher for offense just cause of his ability.
Why do I have to be limited to a single merc out of 3 in that role just to have an effective ability on offense?
And lets say Fletcher’s ability will be nerfed to the ground on offense, would that mean I’d have to settle for an engineer without an effective offensive ability?
Or did I miss it somewhere that stated that X mercs are only meant for defense? Kind of like Overwatch?
I mean sure, certain abilities will remain more effective on offense or defense, but there are still many ways to reduce that gap.
I don’t think any merc is too defense favored to need a rework, but there’s always room to improve and there’s no harm in theorycrafting.[/quote]
Okay, look at this:
Offense:
[spoiler]Medics are able to heal attackers and allow them to remain fighting until defenses break. They also revive attackers to keep the offensive push going.
Fire supports wipe out defensive positions.
Recons give information to friendlies and allow players to predict where the enemy would be.
Assaults are on the front line.
Objective specialists are supposed to be the ones that use their double objective completion speed in order to start a bomb or repair a vehicle.[/spoiler]
Defense:
[spoiler]Medics share their role of healing and recovering friendlies as their offensive counterparts.
Fire supports deny an area, prevent enemies from encroaching on their space, and destroy vehicles faster than everyone else.
Recons use their spotting to detect enemies breaking through their defenses, and use their increased range to help offset that.
Assaults destroy enemy forces that try to break through.
Objective specialists are supposed to help the assaults prevent enemies from breaking through, otherwise they will only see use when something goes wrong.[/spoiler]
Or, to be blunt, engineers need to be better at holding the fort than attacking an objective, otherwise they wouldn’t be used in defense at all, or be overpowered as @$!# like Fletcher.
Fletcher is pretty good at making traps. He’s also a better Nader because of said trap-making, explosive spam, and the ability to capitalize off of an offensive ability by sealing victories faster than anyone else.
Excuse my previous hyperbole, but I disagree with the idea of making everyone with doubled capping speed as powerful as Fletcher.[/quote]
He’s [Fletcher] not a STRICTLY better Nader, for the record - the ability to rebound nades around corners is HUGELY advantageous in some situations.