I’d consider that a fair loss. It’s quite similar to losing the map because you’re not hitting enough relevant targets.
The game is a shooter, if you’re so terrible at shooting, that not even matchmaking can help then maybe move onto something else. I certainly don’t want to be playing a game built around the concept that never firing a bullet is how you win. Priorities dude priorities.
There’s already enough shooters that revolve purely around shooting. I never really understood what made an SD game so appealing to people who mostly care about shooting over games that clearly focus on it more. If I want to shoot at stuff I go play R6, COD or CSGO, if I want more depth then I go play ETQW.
And it’s not that never firing a bullet is how you win. That’s skewing my words. Never firing a bullet is a pretty self-limiting and daft tactic if you ask me. I’d just like to see players, on average, be as valuable to their team by being supportive as they could be, on average, by shooting at things. I’d also like to see star shooters carry the team by sheer bodycount as much as I’d like to see star supporters carry the team by superb supporting (IE excellent healing, reviving, scouting and capturing forward spawns).
I deeply resent the way you’re trivialising these skillsets because the only thing they lack is the necessity for good hand-eye coordination. Aside from that they need as much if not more resourcefulness than simply shooting at players.
The class abilities need to be more than that little thing you do in between firefights. That’s what bothers me so much. Currently class abilities are being treated as some luxury, a little treat to indulge in whenever you’re not pulling the trigger. I find that lame as hell, this stuff has got to be more important in this game.
felt Brink forced exactly what you’re proposing, strained reliance on support. “Quick let me buff you”, “let me buff you back”, “Stop it! That tickles!”. It also gave no benefits to move around classes to provide support where it was needed. Another thing you think is a positive.
I brought up Brink because that’s what I think you’re fearing. Brink trivialised the class abilities in a different way. They were incredibly important, definitely. But just as you say, the handlings were easy chores. You could hand your support out indiscriminately without putting any thought on it. Like I said in my last post, all that was needed is to remember to keep doing it.
I want class abilities to be important. As important as they were in Brink. But there needs to be considerably more skill in their application (and thus becoming considerably less prevalent than in Brink). And then I’m mostly talking about the macro level, supportive players need to be constantly juggling their limited resources in order to use them as efficiently as possible. The micro level can also be harder, or at least be more expressive. I’m not worried about this because SD is already taking this the right way with throwing down packs and reviving at short-range. I’m sure that will sort itself out.
What needs to be looked at is the resource-management system. This is still way too limiting for supportive players. You don’t want to provide a large base pool of resources as that would make them too available to any type of players.
What needs to happen is that there should be a scarce amount of resources for any players, but if a player wishes to focus on this, he should be able to, with effort and skill, generate more resources for his class abilities.
The most simple way to go about this is to provide speed up cooldowns for proper application of the abilities.
IE:
- Every revive nets you an instant medpack recharge
- Every ammo pack distributed to a player running on his last clip will double your ammo regeneration until it’s full
- Every enemy player killed while being scanned by a HB sensor will speed up the HB sensor cooldown.
- Every successful artillery or air strike kill will speed up their cooldown.
Obviously these are examples, please don’t pick the individual details apart, it’s about the idea behind it. Players that focus on these abilities and put extra time in it in order to employ them excellently should be able to do it more than players who just employ them on the fling without much thought.