» Sun Jul 17, 2011 11:58 pm
Classes
Medics abilities seem good to me, new ability seems pretty cool aswell. Main issue with with medics for me is they only have 1 actual objective (per side) all game, after that they're back to support duties. Also actual player need to learn to use em. eg. at the start of container city, a medic should always adrenaline the soldier planting the charge, meaning the guy who uses that little square in gate to take him down will have to run around and knock him down.
OP need few lil helpers. mainly more to do once they've snook into the enemies back lines. I think laying trip wires would be cool, radio jammers. Cloak/disguise, for me this was poorly done, this is my thought on how it should work: When you choose to attack someone your cloak shouldnt drop until the 1st shot is fired, if you kill the other player and no-one else see's you within 5 secs disguise kicks back in. Finally when they place a hack-box they should have the chance to firewall the hack-box, making it harder for an engineer to remove.
Engineers seem fine to me, i dont think they're op, underpowered, they do what they do fine.
Soldiers, same for them, Only thing i'd like to see (this is a stolen idea, couldnt find original post tho) is a map where they have to blow thru multiple doors and barriers and doors, and have the option to reseal some hacked side doors, and blow mounted turrets up.
MAPS.
I dont think any of he maps are unbalanced, they all work fine, tbo the maps people usually moan about CC i prefer and almost always win, when attacking.
What i would like to see is some crazy parkour trails that take you into real nice advantage points, aquarium has a nice one. Or put command posts (Funny story bout CP's, other day ma son ran past me with his nerf gun, jump on his toy chest onto his bed ran up to his tool bench and then shout "i'm taking the command post"), yeah ...um put the command posts at the top or hidden in an area where only smart will get you there.
Missions:
This is another stolen idea: Something washes a shore, both teams have to take their robot down to the drop zone and tug'a'war style take it back to their base. Game mainly needs multiple main objectives running at once. Missions ending movie needs to be the loosing team being massacred. If resistance wins we should be watching them sat round a fire eating some security stew.
Weapons:
We need RPG, mortars, more shotguns. The current selection of weapons needs a complete overhaul, some of the AR's and SMG are basically 100% useless. Main issue with weaponry is it doesn't match the games story line. I'd like to see resistance guns looking more homemade, with sinister improvisations. Security should have better technology with their guns and more choice, they have the resources right?.
Challenges:
I'd like to see a new challenge section, with new unlocks, like ammo types or maybe even to hone in on your chosen class' main abilities, eg. for soldiers completing an epic "soldier challenge" allows your charges a 30sec timer instead of a 40 secs.
AI:
You cant ever expect the AI to have human thinking, but main issue is their response time to getting shot for me, they just stand there then when theyre half health then start to aim. Also I've watched 6 bots getting locked down in a spawn area by 1 single enemy bot, because the orderly fashion in which they re-spawn you can actually abuse there stupidness and kill them over and over aw,ay from their team, i can normally separate 4 or 5 bots from the rest of the squad and kill them non stop, they run at me in a single file line and drop fast.
Another issue with AI is I should be able to tell them to stop going for the command post, and also don't take the avionics, sample aka "the dufflebag". leave it alone, all they do is get it, run directly towards the destination and get dropped in milliseconds, then i have to collect it myself then wait for them to regroup.
S.M.A.R.T. works fine, not enough people use it to its full potential but that aint SD's issue.