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by FABIO 09/25/2007, 8:00am PDT |
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Grumah wrote:
Medic: Vital to winning, but good god lord christ is it boring to play one. A piece of tape on my mouse button with the healing gun could play medic. Battlefield had the right idea by giving medics some decent combat ability and point incentives for healing (also being able to drop med kits so you wouldn't have to sit there healing).
Didn't the medic used to inject people with AIDS that slowly made them die until healed? LSD grenades or something? He needs something to add more depth beyond "tape down the mouse button and stay near friendlies". It's cool on paper to make a ton of specialized classes, but BF2142 was definitely on to something by merging a lot of classes so that everyone had something fun to do. Instead of engineers just wrenching and laying mines, suddenly they got anti-tank too, and sentry gun layers got a big fawkin machine gun. Medics could actually fight, or just leave a med kit on the ground so they could go do fun stuff instead of just standing around, etc.
The heavy beats everyone except for a soldier or demo in 1 on 1.
The soldier is pretty much the best overall class. Up close, range, corridors, heavies, sentries, there really isn't a situation where he isn't at least decent. Stew can't aim with anything that isn't insta-hit zero deviation, so he's excused.
Sniper: he has a hitscan weapon, so that gives him a huge advantage over the soldier. I apparently have horrible aim as a sniper, perhaps because I would never play as one in any online games and therefor never got any practice. Also: counter strike isn't a good environment to practice things I am bad at. CS sucks. I still got some sniper kills.
It's the huge window of vulnerability that's the sniper's biggest weakness. You either stand at a window the entire charge up time (death sentence), or slowly sidestep your way to a window where you're still vulnerable. Most games are too fast and frantic to give you that camping luxury. Huge long distances where you can't hit anything with a soldier rocket make up about 5% of the maps.
Medic: the big challenge is finding a way to keep healing without exposing yourself. I am an awesome medic, and it appears other players are getting the hang of the medic's play style. I also usually die before I can use the ubercharge, but I still do great. I get a shittillion amount of points for healing as well, since you share assists with everyone you heal when they get a kill.
Much like how God of War's twin sex mini-games are just Dragon's Lair, hiding while holding down the heal button is still just holding a button down.
My second place for kill ratio streak point collectans is the pyro. I've gone on some awesome murder sprees as one. The new pyro class dynamic is basically a heavy's chaingun at short range but without the movement speed impairment and also without the heavy's armor. I would like to see a range increase for catching people on fire or maybe a bit more health or speed or I dunno, but I am doing great as pyro despite any balance issues so far. It's really like a suicide spec, you are usually doomed after getting one kill or setting a few people on fire for minor damage, but sometimes you just burn down an entire team.
Like Blob said, the flamethrower needs something like disabling people while on fire. I would even be willing to sacrifice range in exchange for that. Remember the flamethrower from Enemy Territory? That thing was useful.
I've been hearing people complain that the scout is "overpowered." I dunno, seems like when the scattergun crits at point blank, any class will die. Still, it's better than being complete garbage like in TFC.
Chet claims the pyro is perfectly balanced because you do more damage the closer you are and touching them is almost an instant kill. Despite that description fitting about half the weapons in the game, if I can get that close I'll just go with an instant kill spy knife or scout gun, both of who have a much better chance at closing the distance than a pyro. |
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