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Messages - Doc Jones

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 28, 2013, 11:32:14 pm »
I I'm not convinced that this patch has been 'tested' by the right pilots enough to warrant an up-cry yet.

And who would these "right pilots" be?

Ehh, dangerous and strange question.  What would one hope to do with the answer to it.  This is an opening to asking for people to be put on the spot for no reason. 

The idea was that it is pretty obvious that it is not the ones who say it can't be done, within 6 hours of a patch release, where it's too soon to "call the game." As it were. 

The answer may in fact be, no-one.  I have my own ideas, but don't have the feel (or desire) for it...they will be tried by those who do...and we'll see what happens.

Edit: I don't want to sound like I'm on the side of sniping.  As far I know it's always been there, to me it just seems brawling has been nerfed and it was the more popular tactic since...well it's easier to do.  But now that it's not as easy, maybe people are going to the next easier fast-kill, being sniping.  Which may need to be toned down as well.

Or maybe an unthought of new mechanic to defend against it.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 28, 2013, 11:06:57 pm »
I must be missing something.

I haven't played nearly as long as others, but I find myself quite a competent gunner.  My experience boils down to:
First started playing before the 1.3.2 patch and found I could hammer away at very long range, completely concealed targets, and the mortar allowed me to do so with impunity requiring no spotting to keep the target 'marked' with hits.  This felt too easy.
 
Come 1.3.2 long range wasn't as viable but close range became a no brainer against anything other than a Pyra head on, and if it was a Pyra, it was a matter of who saw who first.  I never lost a match on mortar...kinda took any tension away.  I started jumping on in-progress games to help crew-less ships...often the receiving end of a mortar Pyra. 

So I have no real sympathy for mortar nerfs,  I've found the risk/skill -> reward to be very skewed. 

A little bit in 1.3.3. I find I have to think a little more with the mortar.  However, I have been at the receiving end of a sniper team, and can sympathize a bit... but here's my problem.

I feel I have a respectable record, and they have been with pilot ranks all over the map.  And I have to say my record is far better with 1-3 ranked pilots that worked to keep targets in the cone of fire and coordinated with their teammate(s) than with lvl 10+ that have strict loadouts and try to duke it out in a slow furball.

The last straw for me was a pilot who wanted me to bring Inc ammo instead of my loadout and had me keep it loaded...  meanwhile he charged in and with the ramming and over shooting I got maybe 5 or 6 shots before the target was either out of range or out of arc.  When I could have loaded exp and caught them running, or greased to at least get far more shot off and be reloading.  And no more engi only for me, every single one I've been on I've seen opportunities to end the match far sooner if I had the right ammo.

My experience isn't extensive but it has been very consistent.  I liken it to Heavy + Medic in TF2.  It is a core synergy that when used in PUBs tears teams up (and it's supposed to) CG and mortar is very much like this.  Thing is the skill requirement for using CG and mortar together has been way too easy to use.  I'm not convinced that this patch has been 'tested' by the right pilots enough to warrant an up-cry yet.

And if we are concerned about new players...then everything needs to be nerfed.  Nothing puts off new players than quick kills.  And to me I find that a moot concern, I've seen how experienced players treat random pubs.

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