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Old 2013-08-16, 05:44 AM   [Ignore Me] #46
PredatorFour
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Re: Scatmax overkill sort it out


I mean increase the TTK. Always get that mixed up maybe some mild form of dyslexia or something
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Old 2013-08-16, 08:22 AM   [Ignore Me] #47
Shamrock
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Re: Scatmax overkill sort it out


Originally Posted by PredatorFour View Post
I mean increase the TTK.
Agreed, and it wouldn't have to be a drastic increase either, even an additional 10 to 15% hit points would help increase the spread of weapon types from the fairly narrow band we have atm. Its probably why we don't have DoT or AoE infantry weapons in PS2 (other than nades), e.g. Radiator, Maelstrom, Thumper, Scorpion, Flamethrower sunburst, Plasma Nades.
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Old 2013-08-16, 10:13 AM   [Ignore Me] #48
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Re: Scatmax overkill sort it out


Originally Posted by Shamrock View Post
Agreed, and it wouldn't have to be a drastic increase either, even an additional 10 to 15% hit points would help increase the spread of weapon types from the fairly narrow band we have atm. Its probably why we don't have DoT or AoE infantry weapons in PS2 (other than nades), e.g. Radiator, Maelstrom, Thumper, Scorpion, Flamethrower sunburst, Plasma Nades.
Those are the weapons I disliked in PS1 tbh (more specifically the DoT mechanic). If you think the spawncamp exploits are bad, then you clearly have never faced a Radiator before.


I don't see why they can't add the original VS MAX ability. Make it so it can't necessarily fly over the tallest walls of a facility like LA, but give it a bit more (vertical) maneouverabilty instead of a damage increase (another mechanic I dislike in FPS games i.e. CoD's Stopping Power perk, which basically made all other perks in that slot obselete outside of hardcore, everybody and their Mum rocked it). At least all MAX abilties would remain situational that way. I don't recall it being particularly gamebreaking in PS1. Ofc, I haven't had chance to imagine exactly how it would differ in PS2 (to the point of being OP).


I still think weapons would need balancing in addition. If NC had a basic high damage/low RoF HMG; TR had a low damage/high RoF LMG; while VS had their empire-flavoured equivalent lazor to begin with, balance would be easier to achieve. THEN add the shottie and what-have-you for each empire's MAX.

Yes shottie's are traditionally NC and yes PS1's NC MAX had a shottie, but it did not OHK. The tri-barrel, variable choke mechanic was a lot of fun to use; your TTK depended on your skill naturally, but also on your ability to adapt to the distance seperating you from your target (which could change in a flash with new targets appearing, etc...).

The problem here is that now MAXes have two weapons. I'm sure the PS1 NC MAX will be hard to bring back (nor should it necessarily, even if I miss its firing mechanics greatly). However, I don't think giving PS2 NC MAXes PS2 shotties for empire flavour's sake was a good idea either.


I know the HMG idea has been proposed before, but I really think its the way to go (for the short-term at least). At least we have a more balanced/balanceable base of weapons to which we can add some ES flavour later.

Last edited by Dodgy Commando; 2013-08-16 at 10:14 AM.
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Old 2013-08-16, 10:33 AM   [Ignore Me] #49
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Re: Scatmax overkill sort it out


Originally Posted by wasdie View Post
That all is my opinion of course. I just get frustrated by how often I see ZoE maxes at every single base and outpost. I also feel bad for TR as their max has no real advantage right now. There is no situation that their max is truly suited for. When fighting the VS I always have to be aware of ZoE maxes and they can dish out death so well at every range and in every situation. While fighting the TR I don't even think about their max because I rarely see one being used to any degree of effectiveness and I can often take one out as a lone infantry player.
I agree with this. My complaining isn't to nerf NC or VS, but to say that if NC and VS are where SOE wants maxes then TR need something because they currently are not on par.

When playing my TR I fear fighting both enemy faction Maxes. As NC I fear VS and as VS I fear NC. If I am on NC or VS and see a TR max I can usually either kill it or run before I die.
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Old 2013-08-16, 11:09 AM   [Ignore Me] #50
Dodgy Commando
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Re: Scatmax overkill sort it out


My perspective on the matter (without which my previous post might feel too much like derailing, sorry!) is as follows:

I don't play an NC AI MAX therefore I have no certs invested in this role. From time to time, I step outside of my normal MAX gameplay (AA/AV) and its enough to see that the shotguns can be quite lethal, even if they do normally require quite an investment cert-wise to be considered effective. My experience is by no means extensive; not to mention the fact that I don't have to face Scatmaxes.

In terms of balance though, we have an apparent tradeoff in terms of range which is quite limited.

Others are frustrated by the lethality of the NC MAX, I am frustrated by the lack of range. It makes MAXes too assymetrical, to the point that they will rarely encounter each other seeing as they are so specialised (except for VS ^^'), as well as severely limiting my options as an AI MAX.

Hence my comments in my previous post. Again, just my PERSPECTIVE. I recognise the fact that I am not best placed, but I do face VS and TR MAXes, and I find them in situations I wish I could be using mine. Just as frustrating.

I don't share the opinion that Scatmaxes are OP, beyond a certain range they are utterly useless. I do think there are some poor design choices when it comes to MAXes though.
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