[suggestion] stop spawning with full ammo


(RasteRayzeR) #21

Reminds me that I miss the double pistol from W:ET …

Anyway, for comp match 2 field ops is way to much. We need 2 medics, 1 field op, and 2 objective classes. And I doubt that giving only 1 clip to the medics will limit the rambo style, since there is a field ops who can fully load the medic ammo supply … thus you only delay a bit the rambo, won’t change anything


(rand0m) #22

At least there’s some pc gamers left.


(DB Genome editor) #23

Don’t take it personally, but the more I see statements like that, the more I want to see DB break this mold :frowning:

I’d like to see a game where you can actually make tactical decisions about the composition of your team rather than stick to the same pattern all the time.

For example:

  • You just want to stall the attacking team? Turtle up with medics, engies and snipers.
  • You need to take this objective now? Go do or die with massed soldier fire power and no support.
  • You need to even the score in the last few seconds of the game? Pull out your goalie and throw a 6th player on the ice (oups, hockey analogy… :D)

(scre4m.) #24

Mo[QUOTE=Djiesse;451070]That’s pretty much what you have in TF2 and go figure… it works! And yet you can still see medics at the top of the scoreboard without a single kill and medic are a must-have in comp.[/QUOTE] it works in comp. but only in comp. on pubs its crap to play medic unless you have ppl on your ts. Plus you must add that the medic in tf2 has the Most powerful Tool of All: the ubercharge


(RasteRayzeR) #25

We tried many times other compositions, each time we failed hard because we lacked medics or ran out of ammo and had to play with suicides. Four soldiers could be killed only by an engi and a medic, you don’t get more offense only with soldiers, or with more medics. The basic array has at least 2 medics and a field op, otherwise you get pawned with the current class model and balancing.

Have you tried comp playing Djiesse ? Because 5vs5 is really different from 8vs8. So IMHO, until the classes are fully defined with all their guns and skills, it’s pointless to try to balance them. Otherwise each time a new feature is released, SD will have to rebalance elements of the game, which will make them lose time instead of actual development.

Finally, 2 medics + 1 field op leaves 2 slots for strategic gameplay. But you may strategize as much as you want, without 2 medics and a field op, you lose for sure in the current game’s state.


(DB Genome editor) #26

I beg to differ: I’ve seen many games on pubs where a good medic made all the difference for a team of perfect strangers, even without voicecom. And I’ve been that guy a few times too :cool:

And DB’s medic has revive which trumps most abilities as well. Even with a significant reduction in firepower he would probably be a must-have class.


(.N.E.R.D.) #27

I don’t see why the medic has to be the weak nurse :wink: I know many ppl don’t like the rambo medics that rape a lot, but while that might be a fair point they actually have to have skill for that. Meanwhile every noob can take conker soldier and rape everything without skill.


(rand0m) #28

[QUOTE=Djiesse;451094]I beg to differ: I’ve seen many games on pubs where a good medic made all the difference for a team of perfect strangers, even without voicecom. And I’ve been that guy a few times too :cool:

And DB’s medic has revive which trumps most abilities as well. Even with a significant reduction in firepower he would probably be a must-have class.[/QUOTE]

I’m really confused by your issue with the revive. It’s been part of this type of game for 13 years. It’s his objective to revive fallen teammates. It doesn’t trump anything, this isn’t an mmo. Should the field ops get a healing rain air strike just to compete? No his objective is something else. You wanna trump the medics ability to revive? Shoot players in the ****ing dome and elbow rage their incapped bodies until gibbed. Medic defeated. Not one time in the 13 years that I’ve played this style of game have I ever heard so much hullabaloo about class unbalance and medics being overpowered, I never had a problem killing medics 95% of the time I played LT in rtcw/et and would still wipe the floor of 3 medics at a time. Try aiming your weapon.


(RasteRayzeR) #29

This thread is going nuts … as I said : it’s pointless to discuss such matters at this stage of development. It’s a waste of time because not all the elements are here. They know what they do at SD, and I’m pretty sure they have already thought about such issues. Anyway. the real balancing work can only happen once all the classes are in place.


(rand0m) #30

Didn’t SD make brink? Oh yeah. You sure they still know what they’re doing?


(DB Genome editor) #31

I’ll go with RasteRayzeR on this one: this is going nowhere fast and it’s a bit of a rhetorical discussion until the game is a bit more mature.

But in the mean time, as I said elsewhere, I would really like to see some objective Echo data on the subject. Class usage and their typical XP/min and K/D stats should speak for themselves, one way or the other.


(rand0m) #32

Djiesse. You really should be playing a game like counter strike to be honest. You want things to be dependent on skill and not class base objective…this is the wrong game for you. I think you are looking for something along the lines of cs:go.


(warbie) #33

And all while being no fun to play at all.

Regardless of whether people like the medic being the most effective combat class - I haven’t read a good reason why they shouldn’t be btw - i’ve yet to play an online shooter that gets close to matching the fun it is being a medic in RTCW and ET.


(RasteRayzeR) #34

Yes, I am sure they know. After all, they did W:ET, ET:QW, and they let us come in closed alpha stage for DB. They know what they are doing.

So would I frankly ! I think we both agree on the fact that currently, we have not many choices about team composition. I respect your idea about us being forced to use only one setup if we want to win, and all I ask for is that each class gets a clear definition so we may, when the time is right, balance the classes properly and allow more ways to win an objective.


(rand0m) #35

Sigh there is no hope anymore. I give up. Alls I can hope for is that Wildstar ends up being a good MMO because there is no hope for pc FPS gaming anymore. Sucks.


(DB Genome editor) #36

I’m sorry but I’m wondering if we are speaking the same language :confused:

Are you reading my posts or just jumping to conclusions that I must be a console / MMO / CS gamer because I don’t like some of the way things have been for the last 13 years? Where did you get that I’m against class-based objectives? Is it because I’d like to see objective classes be useful even when they have no objectives to complete instead of everyone going medic once the objectives are completed?

My sincere apologies if somehow my argumentation was confusing, but I have to admit I’m having a hard time following yours as you keep countering things I never said (or at least didn’t intend to say).


(scre4m.) #37

good bye. have fun.


(potty200) #38

Why on earth have you decided to come into this alpha? You are giving little next to no feedback. You constantly mock peoples views. To encourage more people to post we need less of your posts.

On topic: Having every class without full ammo apart from the field ops class would be a nice idea. It has worked in other games so would be nice to see if defending teams had to use MORE field ops classes to provide enough ammo for the rest of their team.


(potty200) #39

I would also like to add that being able to get ammo from dead enemies would also have to come back into play if this was to be taken up. It would make defenders push up to pick ammo up and come out of place a bit more!


(Seanza) #40

The fire support classes are pretty much the most balanced in the game right now and are definitely the most useful (even more than medics are at this point). Skyhammer’s loadout is perfect.