That comment is really out of place in this forum. Most of the guys commenting here have been involved in this game way before you even knew of its existence. PixelTwitch is making good points. Good content has been removed and bad content has been added. Also a lot of the griefs about maps have not yet been answered.
I don't know what is worse...
It wouldn’t matter if Aura was underpowered in comparison to another medic. Standing in a magic “I win” circle in order to win a firefight is bull**** in a shooter.
I just cannot believe that stone cold steve austin was screwed out of the title like that.
Damn you vince, Damn you to hell!
You don’t, and it would be nonsense to design games like that. But the data can confirm or contradict assumptions. Metrics are an absolutely invaluable tool in game design, and personally I am glad that they put so much effort into it.
Yeah Dirty Bomb testing was pretty fun on Nexon two years back, I agree. Nice assumption though.
Kweet het man maar doel alleen maar op blijven feedback geven. Kmis ook stuk of 20 mercs hoor :rolleyes:
/I know, nothing to do about it but keep on giving feedback.
[QUOTE=ailmanki;524189]SD uses echo to validate assumptions, like “aura is op”, if echo doesn’t show that, it can’t be true.
Well maybe its time for us testers to exploit the flaws, so that echo will show them…
E.g excellent snipers, go snipe. Excellent campers go use aura/fragger, and annoy the **** out of the enemy. And for people with bad Internet connection, play proxy and beat some players to death.
.[/QUOTE]
Absolutely! Use and abuse as much as you can. Asking for restraint or gentlemen’s agreements at this point would be quite counterproductive. Breaking the game is what Betas are for.
Don’t assume that the game designers can’t come to their own conclusions, but there is no faster way to create rock solid proof of an imbalance than by continuously demonstrating it.
[QUOTE=ailmanki;524189]SD uses echo to validate assumptions, like “aura is op”, if echo doesn’t show that, it can’t be true.
Well maybe its time for us testers to exploit the flaws, so that echo will show them…
E.g excellent snipers, go snipe. Excellent campers go use aura/fragger, and annoy the **** out of the enemy. And for people with bad Internet connection, play proxy and beat some players to death.
[/QUOTE]
We look at distributions. We can see how good a Merc is in the hands of good, bad and average players, not just an average. It’s also not the only way we make decisions, as we’ve stated before.
I think what’s worse than OP’s list is that the game doesn’t try to do anything that SD didn’t already do in W:ET/ET:QW but it doesn’t match up to those predecessors as movement/classes/combat/maps are simplified.
I think the magic circle is interesting. Maybe in order to balance the magic circle, Aura could have health decay when not in the magic circle? So, basically, Aura is very strong while in the circle, but can’t stay outside of it very long. And of course, Fragger is the hard counter to Aura. (Who is the hard counter to Fragger? Snipers?)
I’d also like to see the health station stun people in the circle when it gets destroyed. (Jam weapons?)
I don’ t know about this. There is a natural advantage to having multiple people hugging the EV (Defense has to kill multiple people to stop the EV, instead of just one.) There is also a natural advantage of having people performing other roles instead, to protect the person moving the EV, clearing out the road ahead, avoiding artillery/grenades and protecting the flank. I don’t think we need to make the first tactic more advantageous than the second tactic, especially when it is the less interesting tactic.
I like the idea that all you need is one player to move the EV, and everyone else can take roles to support him/her.
[QUOTE=tangoliber;524243]I think the magic circle is interesting. Maybe in order to balance the magic circle, Aura could have health decay when not in the magic circle? So, basically, Aura is very strong while in the circle, but can’t stay outside of it very long. And of course, Fragger is the hard counter to Aura. (Who is the hard counter to Fragger? Snipers?)
I’d also like to see the health station stun people in the circle when it gets destroyed. (Jam weapons?)[/QUOTE]
Probably the easiest fix for Aura would be that the healing starts after lets say 3 seconds. That would nerf Aura a bit because she will lose her speed in a trade off for health. Also I would love to see that healing stops when getting hit. Apply the mechanic of Sawbonez’ medpacks.
[QUOTE=tangoliber;524243]I think the magic circle is interesting. Maybe in order to balance the magic circle, Aura could have health decay when not in the magic circle? So, basically, Aura is very strong while in the circle, but can’t stay outside of it very long. And of course, Fragger is the hard counter to Aura. (Who is the hard counter to Fragger? Snipers?)
I’d also like to see the health station stun people in the circle when it gets destroyed. (Jam weapons?)[/QUOTE]
I agree that the “magic circle” is interesting. People are too quick in dismissing the vision of the game designers IMO. The magic circle creates a really interesting dynamic, where the focus instantly shifts towards taking out the station instead. Even if the station is behind cover, as long as mercs are standing on it you see the magic circle on the ground (if you haven’t butchered your config), so you know exactly where the station is and it’s not that hard to take it out.
Clearly this is what the developers have had in mind, as evidenced by their choice to tweak the healing station HP over everything else. Changing how it heals instead would dramatically change the dynamics and not necessarily for the better.
I also think that the stun idea is really interesting. It would fit in perfectly with the idea of taking out the station before all else and would provide another reward for doing so. On the downside, it could easily be too powerful and make the healing station a deathtrap rather than a shelter. But if the healing station remains an issue (which I would not take for granted), I think this could be a very interesting option to explore.
We need the rocket launcher merc in there to put fear into those that are grouping round the healing station. In RtCW a good team would spread out more so most of their team weren’t wiped out by a single panzer, there’s just no fear to being in a group at the moment. Grenades and airstrikes (when outside only) do a job at temporarily dispersing them, but all they need to do is pay attention and run away at the appropriate time, I’d rather they were all ****ting themselves while group hugging round this aura station hoping a rocket doesn’t take them and the station itself out in one go. A RL merc will make Aura players be more cautious of their station placement and players will mad dash for a quick health top up then run AWAY from it for safety.
We need a grenade on each merc as well as friendly fire and player collision to reduce the brain dead herding around stations… and brain dead herding in any situation. Friendly fire makes multiple player engagements so much more interesting.
