Operative UAV balance


(Kurushi) #1

So since the DLC came out I’ve only been playing my Operative and really enjoying myself. The UAV/Flyer drone is a brilliant addition.

Everything seems balanced about it apart from the scanner range. Does anyone think it’s slightly too big of a radius? I think it gives away too much info, making me think both teams are probably getting the same radar information as each other anyway. I think positioning should require a bit more thought by reducing the range. Right now it seems to pretty much reveal everything wherever you put it.

I’m talking a very very slight decrease. I’m really happy with it, I just can’t help feel a little bit cheap using it :>

It’s still early days ofc and I’m still working it all out myself. Maybe there’s a way of finding enemy UAV I don’t know about yet? This would change things a lot, I’ve not worked it out yet.

Also, comms hack does seem a little bit pointless now. I know it will reveal everything, unlike the limited range of the UAV but with the current range of the UAV it seems a bit redundant.

Before all the angry Operatives flame me for wanting to nerf their favourite toy, don’t worry, it’s my favourite toy too :wink: I’m talking a tiny decrease here. Thoughts?


(thesuzukimethod) #2

For those of us who have just played around with it a bit, can you give us a heads up on a few things (sounds like you’ve given it pretty thorough testing).

Does it add enemies to the radar only when it “sees” them, or anything in range?

If it doesnt need to “see” them, does it still add to radar when inactive (parked), or does it need to be flying?


(tangoliber) #3

It doesn’t have to visually see them. They just have to be in its range.

It does not need to be flying. In fact its best not to fly the thing, since that will give away its position.

You can hide it inside the bar counter Hennessey and it will mark everyone that runs by.

In my opinion, it makes operative the best defensive class for the first rounds of Resort, Terminal, and Aquarium. Of course engineers are necessary to defuse.


(Smoochy) #4

ah, so when you come out of fly mode it doesnt blow up?

ive only briefly tested it on my op/medic but im in the process of getting all chars to level 21 (i have 5) and resetting abilities to tweak them for the new weapons


(Stormchild) #5

If it’s redundant with commshack, then good news, you can retrieve one point and put it into another ability, why not tactical scanner to help in your sneaky assassinations ?

I see indeed that commshack and the drone are kind of doing the same thing, but then the drone is a rank 5 ability, and can be an offensive weapon. Also, when I use one it is often destroyed very fast.

Does it disappear when you die ? I don’t remember. I think it shouldn’t.


(Kurushi) #6

[QUOTE=Stormchild;367045]If it’s redundant with commshack, then good news, you can retrieve one point and put it into another ability, why not tactical scanner to help in your sneaky assassinations ?

I see indeed that commshack and the drone are kind of doing the same thing, but then the drone is a rank 5 ability, and can be an offensive weapon. Also, when I use one it is often destroyed very fast.

Does it disappear when you die ? I don’t remember. I think it shouldn’t.[/QUOTE]

It does disappear when you die, yeah… I think I prefer it like that.

I think if they reduce the the UAV radius a bit comms hack would be as useful as it used to be, or let comms hack reveal something else about the enemy team. I’m straying off the point really. I’m just thinking along the lines of the ETQW UAV where you had to be more strategic with your placement as it didn’t have a very big radius