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LiquidX74
03-20-2012, 06:54 AM
So I was just thinking about boobs, when suddenly out of the blue, I get the idea for this forum post.
I'm curious, and bored, so indulge me if you will.

When Phase 2 rolls around, what Class do you plan on playing in a primary sense? Is it a different class than the one you played in phase 1? And why do you think you'll choose to play this class?


Personally, I think I will be giving specialist a good hard look. I played Assault to lvl 20 in the beta, and while I like most of the gameplay, I often found myself feeling not very assaulty (or apeppery for that matter). I found that when armed with an assault rifle the best tactic generally was to hang back and provide fire support for the guys using smg's and lmgs - and found that my abilities often sat by the wayside because they were so situational (or in the case of heat, useless ;). This generally meant I would not get quite as many captures as other people on my team, despite being a key part to every capture, and since captures seem to equal more xp - well it seems to make sense to be in on them as often as possible.

I look at specialists and they seem to have the best of all worlds. They have extremely low recoil on full auto with LMG's, and pack a deadly punch in the face with shotguns, and also have useful special abilities and provide great utility to their team via aegis - Basically, they feel like they are more of a point assault class than the actual assault class.

I may or may not resume playing the assault class eventually, but I've played assault for several beta phases already and think a change may do me good.

Anyone else want to contribute?

Creepermoss
03-20-2012, 06:58 AM
I'll probably stick with Spec through level 20, and then see what I feel like doing. Cloaked recon, probably.

JoshHardenburg
03-20-2012, 07:07 AM
I want to test out the ACR SV first then after playing with that for a little while I think I'm going to try specialist. I to think they have the best of all worlds... Imagine a whole team of Specialists, they all just rotate there Aegis and cap every point like its nothing xD

BigDirt13
03-20-2012, 07:54 AM
I want to test out the ACR SV first then after playing with that for a little while I think I'm going to try specialist. I to think they have the best of all worlds... Imagine a whole team of Specialists, they all just rotate there Aegis and cap every point like its nothing xD

Until you throw one grenade, and kill all of them. It only block bullets, not nades, or incoming assault charges.

DracoFilia
03-20-2012, 04:03 PM
For the pure AEGIS formation, classic counters would be the Blitz charges accompanied with shotguns, the cloaked Recon backstab, the ADS sunburn and your good ole friend the Blackout. The AEGIS itself loses energy when being fired upon, though not enough at this point. A rebalance should address that. Basically, the sustained fire of an LMG should make short work of the AEGIS formation should it show up.

jamesremick
03-20-2012, 05:41 PM
So I made it to level 16 via Assault. I purchased 3 rifles along the way; keeping 2 of them.
Like Liquid, I found myself using less shield and more tactics to aid my team-meats. I try to get in on the first capture at least, after that it is rare that I am in on a capture.
The shield is great if someone else is there to take the shot while I switch to a weapon, otherwise, I am usually dead meat.

JohnoBurr
03-20-2012, 06:29 PM
Well, I'm getting my Assault to level 20 first, I believe he's level 11 or so. Then I'll most likely switch to Specialist. As an Assault, I typically just rush points, and the lack of effective abilities (I don't consider my shield effective) makes me feel as though my playstyle would probably be better suited as a Specialist.

boobiedaddy
03-20-2012, 07:17 PM
[QUOTE=LiquidX74;8194024]So I was just thinking about boobs, when suddenly out of the blue, I get the idea for this forum post.
I'm curious, and bored, so indulge me if you will.

QUOTE]

So you were thinking about me....:cool:.......lol ! OK back on topic.

Bugattiboy91
03-20-2012, 08:26 PM
They have extremely low recoil on full auto with LMG's, and pack a deadly punch in the face with shotguns, and also have useful special abilities and provide great utility to their team via aegis - Basically, they feel like they are more of a point assault class than the actual assault class.
Recoil is unrealistically low even for a game. Shotguns have too much range. Every class feels more like Assault than actual Assault.

JohnoBurr
03-20-2012, 08:38 PM
Shotguns have too much range.

I beg to differ. This game is one of few that actually gets the range of shotguns right.

Creepermoss
03-20-2012, 08:42 PM
All of the weapons in the game have unrealistic recoil, not just the specialist's. And no, the shotgun's range is fine, to beat a shotgun, use the greater range on your weapon, and stay out of his. Running towards a guy behind cover is a good way to die, most of my shotgun kills come from people running towards me with no regard for their own safety. I agree that the assault needs better abilities, though. Maybe they shouldn't take damage through their shields while charging? Or make the Heat ability force players hit by it to lose the use of their primary weapon for a short period of time?

chemzero
03-20-2012, 09:08 PM
From the changes I've seen throughout the development cycle, we've got devs with some open ears :)

Mykinius
03-20-2012, 09:50 PM
From the changes I've seen throughout the development cycle, we've got devs with some open ears :)

I hope they looked at my long list(s) of suggestions! ^_^

I'll keep playing my level 15 Assault until it gets to 20. Then I'll probably try stealth/SMG Recon.

JDCAce
03-20-2012, 10:45 PM
It's nice to see Specialist getting some love! Most games I played, I would be the only Specialist on the team.

To address the weapon choices: The LMG is great, but it's effective range on full auto (even if you burst fire) is relatively short. On semi-auto, if you buy one with that option (not all LMGs have a semi-auto mode), the LMG can be deadly accurate. Shotguns, meanwhile, are ridiculous. Try not to use them too much, especially if you're using Aegis, unless the dev team balances that out a bit.

As for the in-series Aegis strategy: Well, it's straight up deadly. One of the last games I played in Phase 1, I was on a team with four other Specialists, and four of us were Aegis users. We were having trouble taking the second capture point on Oil Rig when I realized our Aegis-heavy squad. With help, I managed to coordinate the others into using Aegis one after the other, and we swept through A, then straight to C. Either the opposing team didn't know how to counter or they weren't skilled enough to counter, but it was one of the quickest endings to a match I've ever seen.

Lastly, I haven't made a final decision, but I think I'll continue playing my Specialist.

Cross31707
03-20-2012, 11:27 PM
I beg to differ. This game is one of few that actually gets the range of shotguns right.

you are correct actually this game is rather correct on the spread of a shotgun but the spread is okay but at medium range the spread is to big.

LiquidX74
03-20-2012, 11:37 PM
From the changes I've seen throughout the development cycle, we've got devs with some open ears :)

That's great to hear of course. Though I should hope any suggestion is taken with a grain of salt. I have seen games get destroyed because the devs catered too much, too often to the playerbase. Having said that this game does need some open ears and minds.

Having said that, I think LMG and AR need to be re-assessed. As a quick comparrison in utility:

Effective full auto range: LMG
Recoil on full auto: LMG
Maximum Damage: LMG
Clip Size: LMG
Maximum effective range on semi or burst: AR

This basically means that any assault using an AR is best suited as a medium to long range semi-auto sniper / fire supressor (and yet their class abilities both require them to be in the front lines). It's just kind of weird.

I would suggest that LMG be brought more in line with SMG (which have max 25 dmg I believe). Meaning reduce them from 35-42 to maybe 30-35 damage, and increase their recoil on full auto (it could probably be doubled and still be very usable) in my (limited) experience. Or, beef up AR damage significantly to make them a little more effective in close-medium range encounters from 38-40 to perhaps 45-50.

Further, I would take a closer look at shotguns.
SG - with the rate of fire on most shotguns in game, they can pump out silly amounts of damage in close to medium range. I mean with the pentagun can you really fire off 5 rounds in a hair over 2 seconds with such a high degree of accuracy? The whole reason I use an AR on my assault 95% of the time is because I think Shotguns are a bit too cheesy. Maybe SG recoil should be looked at if the rate of fire is fine.

Other than that, I would like the maps to increase in complexity - with more attack vectors for any given point (I suggest 3), currently they only have 1 which results in a much more campy game that is extremely easy for flankers to patrol and control. Increasing map complexity (and adding additional spawn points) would negate the ability to spawn camp (IE: oilrig).

But I digress, this is getting away from the original intent of the thread.