[QUOTE=PixelTwitch;528175]For the most point I agree with some of adetos comments. However not when it comes to the forcing of Mercs.
By removing the one Merc rule you only really give the illusion of choice, as you said Sawbones is simply “better” in many respects, so your choice is really only between the most optimal setup vs less optimal setup… The result, especially in competitive play, is the second medic is forced to play the sawbones. Right now, you are correct, there needs to be a wider pool of Mercs, at least a couple more medics to be sure. Once they are in, sure, Sawbones could still be the most viable and desired pick but then you have a real choice between the other three. Specially when all 3 play so differently from each other. Long range revives vs mid fight healing bursts and self revives vs defensive healing station for a Rhino, Thunder and Fragger to abuse. In this case there is a good chance that a second sawbones would still be preferred, if you say nerf him then a little so that it is no longer the case you run into the problem that then Phoenix may be better then sawbones, so players will simply want to play 2 Phoenix instead.
Part of the problem is that its still a “class” based system and not roles at all, where is the Merc that can revive with defibs and hand out ammo but not heal mid fight, where is the heavy engineer with an EMP charge and a p90 smg and where is the recon with smg and radar station.
Anyway, liked the post.[/QUOTE]
It doesn’t give an illusion of choice, it gives choice. Right now you are always forced into Aura as the 2nd medic, atleast if its free pick you can still pick between Aura and a 2nd Sawbonez, those who prefer Aura or teams that build around it properly are still able to pick her. In the end long term its fine with 1 merc rule, that’s why I posted the middle ground bit about Highlander+class restricted, that would be best of both imo, but it only works after there are at least 3/4 mercs per class so that there is enough variety for thing to not be forced on you.
Personally don’t think class based is part of the problem, making ‘cross-class’ mercs most likely results mercs that are inferior to mercs specifically built for a purpose. Having mercs differ in attacking vs defending capabilities seems more important to me. F.E right now all engineers(including Fletcher) seem mostly defensive oriented mercs with their abilities. Which means they are great on one end but also a lot weaker on the other. Which is also what happens with Aura vs Sawbonez, Aura can be useful defensively but in offense her station is awkward to use and ineffective to say the least(defending nades flying in etc). Sawbonez’s overal healing rate might be lower, but hes much more ‘allround’ than she is. I like that Heavy Engineer with EMP and smg idea since it offers an Engineer with attacking capabilities(clearing mines/turrets etc before planting f.e). But that has nothing to do with them being ‘cross-class’, that engi would be just as interesting if he had a medium/low HP.
I’d like to see SD throw in mercs that specifically counter meta gameplay(atleast after the re-release mercs). That’s the only way to make those type of mercs intereting, if you throw a merc in that isn’t going to do much whats the point of changing things for teams rite? (I understand your point of ‘making interesting things’ but in competitive play no-one cares about interesting, people care about winning and most optimal > most interesting most of the time)