[left]4. Maps
[spoiler]All the maps so far seem to heavily favor the defending team on the first objective. I’ve seen a lot of matches where the game never leaves the first objective because of how much effort is involved in completing the objective compared to just defending it.
Chapel is one of the biggest examples of this, it takes such a long time to get the EV actually rolling that when an enemy Arty or Skyhammer tosses an airstrike and stops it cold you just want to repeatedly smash your face into your desk. The majority of the defending side on the start of the first objective is high ground and the area around the EV doesn’t have much cover the attacking team can use, plus the bridge on the defending side has a turret and plenty of sniper areas.
The main play i’ve seen is the enemy will rush the EV, a Proxy will usually mine the area and hide in the garage with a shotty or bat. There are sections of the garage where you can’t shoot at the Proxy without completely exposing yourself to the entire enemy team.
Trainyard is another big example as the objective is in a small box of a long corridor like path, four sides are sloped uphill (one with a convenient ammo box). The side closer towards the defending team in the long building includes a turret which is pointed pretty much
at the objective. It’s quite easy to use explosives to clear out the objective box.
Terminal has it where the attacking team has a LONG way to run towards the objective compared to the defending team so if they do die they have a shorter distance to get to the objective making it easy to recover from a loss easier then attackers.
There is also a good amount of cover near the objective making it easy to camp and hold. This really isn’t that much of a problem unless they have a Aura.[/spoiler]
- Melee Weapons
[spoiler]Personal opinion, I find the damage melee attacks do are a bit ridiculous. I think it’s fair that knifes can instantly kill Aura’s station as well as knocked out enemies (as the closeness puts the user into more danger and saves a LOT on ammo). What I don’t agree with is the amount of damage that it can do to a character with full health, unless i’m missing the feedback from melee weapons, they hit hard and fast. This normally isn’t a problem with slower classes but there is one merc that can basically make melee weapons into a primary and it’s Proxy.
Proxy is able to come in much faster then other mercs and is able to kill them before they can do enough damage, the enemy also can’t run away because Proxy runs much faster then them. The best weapon I find that can deal with this is the Shotgun, my one hit wonder vs their one hit wonder. They can run and jump off walls all they want and as soon as they get close enough they fall on the ground. Now if I play other classes like Sawbonez where I NEED to hit the head several times to drop her and she’s flailing all over the place and dancing around me I’m at a greater disadvantage. I could pull out my knife but my merc won’t be able to keep up with her, it also feels like the cricket bat has more range then the knife and is easier to land hits with (first thing I played around with when I bought Proxy).
There are actually players who will go the majority of a match running Melee (Cricket Bat) Proxy (with pretty good scores), I have yet to see ANY other merc run melee unless they run out of bullets (maybe 1-2 Aura but most use Shotgun), it’s not viable for them. I would rather see melee take more to kill a merc because right now it works like the Shotgun.
Which reminds me…[/spoiler]
- The Shotgun
[spoiler]As Sawbonez I hated it, with a passion. I got mixed feelings when reading other posters opinions and I haven’t had much experience at all using it, my previous opinions was focused on the receiving side which isn’t any good when forming an accurate opinion. This weekend I went full shotgun on both Aura and Proxy (when I bought her) and I have to agree with people shouting at me in-game, Shotgun is OP as ****. I don’t really need to aim for the head like I had to with Sawbonez, I just aim, fire and the enemy explodes. I never found range an issue, there is so much cover I can hide behind that I can get to a vast majority of areas within my range safely. I’ve went around corners and instantly drop a merc many, many times it’s hilarious.
I’ve went against several enemies at once and come out on top because I can pop out of cover for a second, massively damage a merc and pop back in cover before they can react. I’ve ninja’d behind a group of three enemies, killed two before the third one could turn around and fire, flailed around so he couldn’t hit my head and dropped him. Only two other weapons worried me at all, another shotgun user and a good sniper. It’s just an amazingly powerful weapon for the amount of skill required. It allowed me to easily take on higher skilled enemies that would push over my Sawbonez or Skyhammer. The only weakness is people who refuse to drop ammo bags, that’s it.[/spoiler]
- Sawbonez vs the World (but mostly Aura)
[spoiler]There are plenty of threads about Aura’s healing station and even though it’s stationary it heals too fast, too long. Sawbonez’ health packs instantly heal other mercs but they only slowly heal the user. I touched on Aura’s shotgun and it is a vastly better weapon then Sawbonez’ SMG’s but I also find his SMG’s rather weak compared to other primary weapons. Aura has a better defense (infinihealth activate!), offense and speed while Sawbonez has better utility (Medpack trick shots, whattttttt).
I really don’t think Sawbonez has enough to make him as viable a healer when compared to Aura. He needs to not only out-skill his enemy but out-skill the lack of attack power and defense power he possesses. I really hope that the dev team looks into bringing Sawbonez up to Aura’s level or bringing Aura down to Sawbonez’ level, there really shouldn’t be a clear winner between the same type of class.[/spoiler]
- Misc Suggestions
[spoiler]I find it odd that health stations, ammo and health packs, mines and other potential items stay in play after the player is killed and respawned. I might get a lot of hate for this but I think if the player dies and respawns that the items are removed from play. This makes staying alive more beneficial for the support classes then going berserk against the enemy and makes reviving/helping up needed more, perhaps push teamwork even more (if I don’t help up that Aura, my tanking tower goes with her or if I don’t supply bullets to the team and they die because lack of bullets then those mines guarding the door or med packs helping me survive might go away).
Serious but not really serious suggestion: If a Skyhammer or Arty refuse to give out ammo to any other player within five minutes they catch on fire dealing 25 hp a second until all ammo packs are dropped.
This would be even more important for beginners, thank you Extra Supplies :3[/spoiler]
Also: Suggestion section on forums?
Edit: “Body is 2920 characters too long.” q.q
I’ll put more opinions and suggestions if I can remember them.
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