Which class is there never enough/too much of?

Post » Fri May 27, 2011 3:05 pm

Just your thoughts, when I get brink I want to make sure I don't choose the one class that everyone else over uses. This will also let people change their playing style based on what is needed. Opinions would be appreciated.
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Lavender Brown
 
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Post » Fri May 27, 2011 2:26 pm

Just your thoughts, when I get brink I want to make sure I don't choose the one class that everyone else over uses. This will also let people change their playing style based on what is needed. Opinions would be appreciated.


Too many times have I sat 5 meters away from a medic and received no revive because they are too busy zoomed into their scope trying to kill someone (and sometimes dying themselves).
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Laurenn Doylee
 
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Post » Fri May 27, 2011 10:30 am

Too many engineers - though my understanding is that they're an easy class to level and play, with a lot of objectives, which is why so many players use them. Admittedly, my main character and first to 20 was an engineer, and I still prefer playing engi over other classes, but I do switch when needed. I dont think there's really an issue with the class that causes this - engineers are given a very different playstyle from the other classes by having so many different things to do that arent directly combat related (which is one reason I really like the class - I can easily help the team out without having to be on the front lines all the time).

Not enough operatives - it seems that you'll never see an operative unless the map requires one for a specific objective, and usually once that objective is finished the operatives will switch back to other classes. I think the main reason for this is that operatives really have no buffs they can support the team with, and they have limited objectives. A lot of their abilities are also too situational to be all that useful. Giving operatives some kind of buff (my suggestion would be to remove the transfer supplies ability from medics and give operatives an ability that increases the target ally's max supply and supply count by 1 - give medics some kind of healing grenade instead) would help remedy the situation greatly. Some of the operative's abilities also need to be improved... disguise shouldnt take so long to pull off, comms hack should probably last longer or be quicker to use, and caltrop grenades need to deal more damage or be invisible to the enemy team.

Soldiers never do their jobs - I see a LOT of soldiers, usually 3-4 per team, but for some reason everyone is always complaining about not getting ammo (myself included, when I'm not playing soldier). There's been a few times where I've had to swap to soldier just to resupply ammo to the medics/engis/operatives that the other soldiers wouldnt help out. Ammo is important in this game, very important considering that most weapons only contain enough rounds to kill 4-5 targets before running dry. Forcing players to go back to the command post for ammunition, especially on defense, removes firepower from the front line and can temporarily weaken your team enough for the enemy to push through. It takes a second or two to toss ammo to your allies - when you see that they're low, or when they ask for ammo, do your job and get to it. The ammo resupply isnt just so you can fire your own gun more often.


Some other changes I'd like to see...
-Remove disarming bombs from engineers and give the ability to operatives, would make them more useful on a greater number of maps I think. Most engineer players never even try to disarm bombs anyways.
-Operatives should be able to counter-hack enemy hackboxes in addition to engineers being able to remove them. Perhaps allow firewalling of a hackbox objective by your team's operatives so that the enemy team cant hack it as quickly. Hack speed in general needs to be made quicker, though, currently it takes a bit too long.
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Annika Marziniak
 
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Post » Fri May 27, 2011 4:08 pm

I just know from KZ3 NO one ever did medic to revive other people, only to self revive for more kills. Very frustrating. It's funny that before the game everyone wanted to be the operative but now the position is all mine...
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Jeffrey Lawson
 
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Post » Fri May 27, 2011 3:32 pm

Too many engineers - though my understanding is that they're an easy class to level and play, with a lot of objectives, which is why so many players use them. Admittedly, my main character and first to 20 was an engineer, and I still prefer playing engi over other classes, but I do switch when needed. I dont think there's really an issue with the class that causes this - engineers are given a very different playstyle from the other classes by having so many different things to do that arent directly combat related (which is one reason I really like the class - I can easily help the team out without having to be on the front lines all the time).

Not enough operatives - it seems that you'll never see an operative unless the map requires one for a specific objective, and usually once that objective is finished the operatives will switch back to other classes. I think the main reason for this is that operatives really have no buffs they can support the team with, and they have limited objectives. A lot of their abilities are also too situational to be all that useful. Giving operatives some kind of buff (my suggestion would be to remove the transfer supplies ability from medics and give operatives an ability that increases the target ally's max supply and supply count by 1 - give medics some kind of healing grenade instead) would help remedy the situation greatly. Some of the operative's abilities also need to be improved... disguise shouldnt take so long to pull off, comms hack should probably last longer or be quicker to use, and caltrop grenades need to deal more damage or be invisible to the enemy team.

Soldiers never do their jobs - I see a LOT of soldiers, usually 3-4 per team, but for some reason everyone is always complaining about not getting ammo (myself included, when I'm not playing soldier). There's been a few times where I've had to swap to soldier just to resupply ammo to the medics/engis/operatives that the other soldiers wouldnt help out. Ammo is important in this game, very important considering that most weapons only contain enough rounds to kill 4-5 targets before running dry. Forcing players to go back to the command post for ammunition, especially on defense, removes firepower from the front line and can temporarily weaken your team enough for the enemy to push through. It takes a second or two to toss ammo to your allies - when you see that they're low, or when they ask for ammo, do your job and get to it. The ammo resupply isnt just so you can fire your own gun more often.


This.
Well said good sir.
I looked at this thread and thought hmm, I'll give this poll a go, bet its gonna be a rage thread for people who have died and a medic didnt save them.
And I saw this post, which is my opinion and poll choices exactly.
Kudos to you.
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TWITTER.COM
 
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Post » Fri May 27, 2011 6:44 pm

-Remove disarming bombs from engineers and give the ability to operatives, would make them more useful on a greater number of maps I think. Most engineer players never even try to disarm bombs anyways.


I like that idea. Ops need something else, and Engis have far too many things.

-Operatives should be able to counter-hack enemy hackboxes in addition to engineers being able to remove them. Perhaps allow firewalling of a hackbox objective by your team's operatives so that the enemy team cant hack it as quickly.


Nooo. Hackboxes are terrible enough as-is, like you said. They don't need another thing delaying their progress and/or removing them completely.

I personally voted too many Engineers, not enough Operatives, and Medics are always the ones that don't do their job imo.
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Cesar Gomez
 
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Post » Fri May 27, 2011 7:51 pm

The gameplay seems to pretty much stop completely once it hits the hack objective; I think that it really does need to be rebalanced.
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Prue
 
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