Need help with an idea.
Sun Sep 02, 2012 4:57 am
#17764- EnganaciousMember
- Location : Champaign Room
So I've been mulling around in my head, what I would have done/would do to balance the perk system in MW3. So far, I am very happy, but because I'm anal retentive, I'm stuck on something.
I want to come up with another 1st tier perk, I've put an extra perk in the 2nd and 3rd perk tiers, as I will list below. But I feel like there's probably something we could stick in the 1st tier slot.
Anywho here's what I would do.
~
1st Tier
Blind Eye
Regular - Invisible to thermal and killstreaks. (pretty cut and dry)
Pro - Faster lock-on with launchers and (tentatively) more damage to enemy air support with bullets.
Now I'm taking thermal invisibility away from Assassin and giving it to Blind Eye, because it makes more sense to me. Also I would make the faster launcher lock-on effect work on ground targets, meaning Stinger vs. Assault Drone/Juggernaut would be quicker, as would Javelin locks on ground positions. Although I might take the more damage vs. enemy air support and give it to that additional 1st tier perk.
Scavenger
Regular - Pick up ammo for primary and secondary weapons (non-launcher) from drop bags.
Pro - Start with more ammo for primary and secondary weapons (non-launcher).
I'm not changing this, I know a lot of people want Scavenger to resupply grenades, but there's a very good reason not to do that. Scavenger + Recon with Specialist would become an absurdly powerful combo, and make Specialist dudes nearly unstoppable. Plus grenade spam is annoying in the first place.
Recon
Regular - Explosive damage paints enemies on the HUD for 6 seconds.
Pro - Bullet damage paints enemies on the on the HUD for 6 seconds.
Not changing the duration or anything else. However, while marked enemies should lose the stealth effects of Blind Eye and Assassin. Meaning they'll be detected by killstreaks and/or UAV. Also Stalker users shouldn't get the delay effect while marked either.
Extreme Conditioning
Regular - Increased Sprint (x3)
Pro - Faster mounting and climbing. Doubled sprint recovery.
Unlimited sprint can be pretty abusive, especially in objective game types. So I've decided that the triple sprint capacity is where it should be. The Pro effect will increase mounting speed, as well as climbing speed for ladders. I've also added an effect to the Pro version which doubles sprint recovery, meaning you can more effectively use your sprint. This will give someone with Extreme Conditioning the ability to catch someone without it, which is lacking otherwise.
Sleight of Hand
Regular - Faster reloads.
Pro - Faster weapon switch.
This one I'm also unsure of, while I am perfectly ok with how it works in MW3. I have thought about making Quickdraw Pro more of a Scout Pro effect, although that seems to weaken Sleight of Hand quite a great deal. So if anyone has any ideas on how to split the Scout Pro effects between SoH and QD, let me know.
~
2nd Tier
Quickdraw
Regular - Faster ADS
Pro - Faster grenade and equipment use.
Basically no real changes, although I would reduce the ADS effect on sniper rifles, to more or less debuff Faze/Optic douche-faggery. I loved the way sniping felt in Black Ops, sorry if you don't share the feeling. Also, I think the Pro effect should effect calling in killstreaks as well as grenades and equipment, as Scout Pro did in Black Ops.
Assassin
Regular - Invisible to UAV, Portable Radar, and HBS.
Pro - No red name when targeted.
No more immunity to CUAV or EMP. I have thought about giving Assassin a reduction effect vs. Recon instead of Dead Silence, but I'm not sure. I don't think Assassin will have a lack of use if the above were it's effects, so I feel it's still plenty strong.
Blast Shield
Regular - Reduced explosives damage.
Pro - Reduced flash/stun effects.
I'm not changing what it does, but I would improve it's effect vs. tactical grenades. That effect should be more akin to Tactical Mask Pro in Black Ops, giving you relative immunity from highly annoying flash spam.
Hardline
Regular - Killstreaks/pointstreaks take 1 less kill/point.
Pro - 2 assists equal 1 kill/point.
Nothing to change, Hardline is one of the more balanced perks in MW3, in my opinion.
Overkill
Regular - Pick 2 primary weapons.
Pro - Movement speed based on the faster of your two weapons.
I'd basically make class mobility dependent on your starting primary, so no more being slowed down by picking up weapons. And making Overkill more or less what it was in CoD4, a pseudo-lightweight for slower weapons. I would probably also add a slight speed reduction if you are using Overkill with a Riot Shield to prevent abuse, but honestly the shield is complete shit. Anywho, you get the idea.
Juggernaut (don't flip out just yet)
Regular - Reduced flinch.
Pro - Faster health recovery.
So this version of Juggernaut doesn't make you able to absorb more damage. It removed Focus as a proficiency, which I guess could effect some things, but it's a very strong proficiency and I think it's better suited as a perk. And faster health recovery is a pretty cool effect as well, if you ask me. It could have some interesting uses, plus it's also ****ing annoying how long it takes health to recovery in MW3.
~
3rd Tier
Marksman
Regular - Longer breath hold.
Pro - ID enemies at longer ranges.
I've swapped the effect around so you have to get the Pro version to get the abusive effect. I would also tone it down some, and try to remove it's wall-hack tendencies.
Stalker
Regular - No movement penalty while ADS.
Pro - Delays enemy detection based explosives.
I wouldn't really change anything. But, there's one thing I'd like to do. When using Stalker, you don't slow down while going ADS vs. walking; but you also don't get any quieter. If anyone has suggestions on what to do with Stalker, I'm glad to hear them out; but despite it's cheesy nature at times, I like the perk; it forces variety in the 3rd tier slot. I might also give it's Pro effect to Hacker, which is part of my splitting up of SitRep's effects.
Hacker
Regular - Enemy equipment appears in red.
Pro - Hack enemy equipment and booby trap care packages.
Basically bringing hacker back. I might take Stalker Pro's effect and add it to this, as Hacker isn't directly offensive or effecting the enemy it could use some powerful effects. I would also consider giving it the ability to increase the speed at which enemy care packages can be picked up. Also some of these effects could be swapped around with that 1st tier perk I'm looking for.
Eavesdrop
Regular - Enemy footsteps are louder.
Pro - Friendly footsteps are muffled.
Basically SitRep Pro, fully able to counter Dead Silence, as a stand alone perk. Eavesdrop was a really stupid perk in CoD4, but I like this idea. I'm not sure about muffling friendly footsteps all that much, but whatever, this is the idea. I am also totally ok with making the effect vs. Dead Silence as though neither perk was in play, not totally ignoring it and making DS users as loud as everyone else.
Steady Aim
Regular - Improved hipfire accuracy.
Pro - No ADS delay from sprinting.
The same, it's a good perk.
Dead Silence
Regular - Makes footsteps silent.
Pro - No falling damage.
~
So there's what I'd do.
Let me know if you have any comments on my changes, and more importantly, have any ideas for another 1st tier perk.
I want to come up with another 1st tier perk, I've put an extra perk in the 2nd and 3rd perk tiers, as I will list below. But I feel like there's probably something we could stick in the 1st tier slot.
Anywho here's what I would do.
~
1st Tier
Blind Eye
Regular - Invisible to thermal and killstreaks. (pretty cut and dry)
Pro - Faster lock-on with launchers and (tentatively) more damage to enemy air support with bullets.
Now I'm taking thermal invisibility away from Assassin and giving it to Blind Eye, because it makes more sense to me. Also I would make the faster launcher lock-on effect work on ground targets, meaning Stinger vs. Assault Drone/Juggernaut would be quicker, as would Javelin locks on ground positions. Although I might take the more damage vs. enemy air support and give it to that additional 1st tier perk.
Scavenger
Regular - Pick up ammo for primary and secondary weapons (non-launcher) from drop bags.
Pro - Start with more ammo for primary and secondary weapons (non-launcher).
I'm not changing this, I know a lot of people want Scavenger to resupply grenades, but there's a very good reason not to do that. Scavenger + Recon with Specialist would become an absurdly powerful combo, and make Specialist dudes nearly unstoppable. Plus grenade spam is annoying in the first place.
Recon
Regular - Explosive damage paints enemies on the HUD for 6 seconds.
Pro - Bullet damage paints enemies on the on the HUD for 6 seconds.
Not changing the duration or anything else. However, while marked enemies should lose the stealth effects of Blind Eye and Assassin. Meaning they'll be detected by killstreaks and/or UAV. Also Stalker users shouldn't get the delay effect while marked either.
Extreme Conditioning
Regular - Increased Sprint (x3)
Pro - Faster mounting and climbing. Doubled sprint recovery.
Unlimited sprint can be pretty abusive, especially in objective game types. So I've decided that the triple sprint capacity is where it should be. The Pro effect will increase mounting speed, as well as climbing speed for ladders. I've also added an effect to the Pro version which doubles sprint recovery, meaning you can more effectively use your sprint. This will give someone with Extreme Conditioning the ability to catch someone without it, which is lacking otherwise.
Sleight of Hand
Regular - Faster reloads.
Pro - Faster weapon switch.
This one I'm also unsure of, while I am perfectly ok with how it works in MW3. I have thought about making Quickdraw Pro more of a Scout Pro effect, although that seems to weaken Sleight of Hand quite a great deal. So if anyone has any ideas on how to split the Scout Pro effects between SoH and QD, let me know.
~
2nd Tier
Quickdraw
Regular - Faster ADS
Pro - Faster grenade and equipment use.
Basically no real changes, although I would reduce the ADS effect on sniper rifles, to more or less debuff Faze/Optic douche-faggery. I loved the way sniping felt in Black Ops, sorry if you don't share the feeling. Also, I think the Pro effect should effect calling in killstreaks as well as grenades and equipment, as Scout Pro did in Black Ops.
Assassin
Regular - Invisible to UAV, Portable Radar, and HBS.
Pro - No red name when targeted.
No more immunity to CUAV or EMP. I have thought about giving Assassin a reduction effect vs. Recon instead of Dead Silence, but I'm not sure. I don't think Assassin will have a lack of use if the above were it's effects, so I feel it's still plenty strong.
Blast Shield
Regular - Reduced explosives damage.
Pro - Reduced flash/stun effects.
I'm not changing what it does, but I would improve it's effect vs. tactical grenades. That effect should be more akin to Tactical Mask Pro in Black Ops, giving you relative immunity from highly annoying flash spam.
Hardline
Regular - Killstreaks/pointstreaks take 1 less kill/point.
Pro - 2 assists equal 1 kill/point.
Nothing to change, Hardline is one of the more balanced perks in MW3, in my opinion.
Overkill
Regular - Pick 2 primary weapons.
Pro - Movement speed based on the faster of your two weapons.
I'd basically make class mobility dependent on your starting primary, so no more being slowed down by picking up weapons. And making Overkill more or less what it was in CoD4, a pseudo-lightweight for slower weapons. I would probably also add a slight speed reduction if you are using Overkill with a Riot Shield to prevent abuse, but honestly the shield is complete shit. Anywho, you get the idea.
Juggernaut (don't flip out just yet)
Regular - Reduced flinch.
Pro - Faster health recovery.
So this version of Juggernaut doesn't make you able to absorb more damage. It removed Focus as a proficiency, which I guess could effect some things, but it's a very strong proficiency and I think it's better suited as a perk. And faster health recovery is a pretty cool effect as well, if you ask me. It could have some interesting uses, plus it's also ****ing annoying how long it takes health to recovery in MW3.
~
3rd Tier
Marksman
Regular - Longer breath hold.
Pro - ID enemies at longer ranges.
I've swapped the effect around so you have to get the Pro version to get the abusive effect. I would also tone it down some, and try to remove it's wall-hack tendencies.
Stalker
Regular - No movement penalty while ADS.
Pro - Delays enemy detection based explosives.
I wouldn't really change anything. But, there's one thing I'd like to do. When using Stalker, you don't slow down while going ADS vs. walking; but you also don't get any quieter. If anyone has suggestions on what to do with Stalker, I'm glad to hear them out; but despite it's cheesy nature at times, I like the perk; it forces variety in the 3rd tier slot. I might also give it's Pro effect to Hacker, which is part of my splitting up of SitRep's effects.
Hacker
Regular - Enemy equipment appears in red.
Pro - Hack enemy equipment and booby trap care packages.
Basically bringing hacker back. I might take Stalker Pro's effect and add it to this, as Hacker isn't directly offensive or effecting the enemy it could use some powerful effects. I would also consider giving it the ability to increase the speed at which enemy care packages can be picked up. Also some of these effects could be swapped around with that 1st tier perk I'm looking for.
Eavesdrop
Regular - Enemy footsteps are louder.
Pro - Friendly footsteps are muffled.
Basically SitRep Pro, fully able to counter Dead Silence, as a stand alone perk. Eavesdrop was a really stupid perk in CoD4, but I like this idea. I'm not sure about muffling friendly footsteps all that much, but whatever, this is the idea. I am also totally ok with making the effect vs. Dead Silence as though neither perk was in play, not totally ignoring it and making DS users as loud as everyone else.
Steady Aim
Regular - Improved hipfire accuracy.
Pro - No ADS delay from sprinting.
The same, it's a good perk.
Dead Silence
Regular - Makes footsteps silent.
Pro - No falling damage.
~
So there's what I'd do.
Let me know if you have any comments on my changes, and more importantly, have any ideas for another 1st tier perk.
Sun Sep 02, 2012 11:34 am
#17784Sun Sep 02, 2012 2:04 pm
#17793- SyndromeAdmin
- Location : Ohio, USA
Id make stalker have a time limit to its effects. Like the Sprint in this game, it can only work so long before having to re-ads. Would keep people from walking around the whole goddamn game with stalker ADS.
Cod4 had the entire first tier dedicated to explosives. So maybe pay homage to that with a 1st tier perk add in. Maybe something like
"Tactical x2.
Standard: Carry 2 tactical equipments.
Pro: Refill Tactical equipment with Scav pack".
Obviously you would have to limit the amount of equipment used at 1 time to 2.
I dont like Juggernaut in perk tier 2. Stopping Power is the great equalizer to the hiding perks. AS of right now there is no drawback to hiding. Even with faster healing rates that would not make as much a difference. Unless Assassin came with the drawback of less damage.
Cod4 had the entire first tier dedicated to explosives. So maybe pay homage to that with a 1st tier perk add in. Maybe something like
"Tactical x2.
Standard: Carry 2 tactical equipments.
Pro: Refill Tactical equipment with Scav pack".
Obviously you would have to limit the amount of equipment used at 1 time to 2.
I dont like Juggernaut in perk tier 2. Stopping Power is the great equalizer to the hiding perks. AS of right now there is no drawback to hiding. Even with faster healing rates that would not make as much a difference. Unless Assassin came with the drawback of less damage.
Sun Sep 02, 2012 3:37 pm
#17798- Kaz--MoneyMember
- Location : Calgary, AB, Canada
I am still of the opinion that you shouldn't be able to choose a perk that gives protection from a killstreak reward that you are using.
Assassin....ghost....you want to be stealth and be off the grid? Then be off the grid.
If you want to see others, then you have to show yourself to others.
It's such an OP perk, that it defies justification.
I have less a problem with those using the perk than I do with those using it in conjunction with UAV. The attempt by TA to impose movement restrictions is an appeasement strategy....to the minority, against the majority of COD'ers.
Pork rhinds of redemption laid it out perfectly. Movement will be made in tiny steps, within a small area. UAV will still not show them.
I think instead of continually buffing the perk, they need to seriously neuter the fck out of it. Don't wean the pussies, just cut them off. Let them figure out how hard the rest of us have it having to pay attention and move your feet.
Assassin....ghost....you want to be stealth and be off the grid? Then be off the grid.
If you want to see others, then you have to show yourself to others.
It's such an OP perk, that it defies justification.
I have less a problem with those using the perk than I do with those using it in conjunction with UAV. The attempt by TA to impose movement restrictions is an appeasement strategy....to the minority, against the majority of COD'ers.
Pork rhinds of redemption laid it out perfectly. Movement will be made in tiny steps, within a small area. UAV will still not show them.
I think instead of continually buffing the perk, they need to seriously neuter the fck out of it. Don't wean the pussies, just cut them off. Let them figure out how hard the rest of us have it having to pay attention and move your feet.
Sun Sep 02, 2012 4:51 pm
#17800Sun Sep 02, 2012 4:59 pm
#17801- EnganaciousMember
- Location : Champaign Room
Syn, I think you missed the point about not having a means to refill tactical grenades, because then people would run Recon, Scavenger, Hardline, Quickdraw setups to abuse flash bangs for free blackbirds.
There are drawbacks to hiding perks. They don't give you anything directly related to offense, Quickdraw makes you quicker to aim, Juggernaut makes you tougher in a gun fight because of reduced flinch, and if there's any breaks in the action you'll have more health back.
Plus I haven't gone into my killstreak/pointstreak changes, which will also effect Blind Eye and Assassin quite a lot. When I hash those out to post here, I think you'll agree with me.
Also, I'm thinking about something similar to that for Stalker, as I want to give the delay effect to Hacker, so you can get to and hack Claymores and BB's. I'm not sure about time limit, but I'm definitely thinking it's going to remove it's effect for crouch ADS, and only effect ADS movement while walking.
~
Kaz, I know what you mean about hiding perks, but read above.
The problem with the hiding perks, is that the game is honestly tailored to using them. Because Assassin isn't effected by Counter-UAV, and Counter-UAV is only available to the Support streak, it means you can't use Assault Counter-UAV's to block Assassin turds camping with portable radar. Which as a sneak preview of my other desired changes, would be removed from the game completely, same goes for HBS.
Just wait and see what I've got in the killstreaks department, you'll like it.
~
Anywho, here's what my "revisions" are going to be.
Stalker
Regular - Faster movement while standing ADS.
Pro - Full movement speed while crouched ADS.
So, I'm going to leave Stalker as this. It will not effect noise when moving, meaning if you move ADS, you will sound as though you weren't. I am all going to reduce the effect, based on weapon type, so you do not get full movement speed, but very close to it.
Hacker
Regular - Enemy equipment marked in red. Detection explosives are delayed.
Pro - Hack enemy equipment and booby trap care packages.
This is basically SitRep's Regular effect plus Stalker's Pro effect as the Regular effect. The Pro version will allow you to hack enemy equipment, which hacked items will not leave the battlefield unless destroyed or self-activated. They will not disappear when the original enemy planter dies, or the individual who hacked it dies. They will also not appear as enemy equipment to Hacker users on the other side. Meaning leaving Claymores and Bouncing Betty's around can have some really bad consequences.
Dead Silencer -> Ninja (as it's more appropriate)
Regular - Silent footsteps and no falling damage.
Pro - Reduced effect from Recon.
I didn't mention this before, but as many people know Dead Silence effects Recon. I've decided that it should have a slightly better effect, so vs. Ninja users, Recon only works for 2 seconds. But it has to be earned as the pro effect. The Regular effect is pretty straight forward, and will be void vs. Eavesdrop users.
Eavesdrop
Regular - Enemy footsteps are louder.
Pro - ???
So the Regular version of Eavesdrop will be basically that of SitRep Pro. However, it will not have it's full effect vs. Ninja users. Eavesdrop vs. Ninja will be as though neither perk is in effect. I am still not sure what the Pro effect will be at this point.
Some possibilities are hearing enemy actions like reloading, switching weapons, and throwing grenades made better, or hearing crouched enemies (without Ninja, Ninja + crouch will be totally silent).
There are drawbacks to hiding perks. They don't give you anything directly related to offense, Quickdraw makes you quicker to aim, Juggernaut makes you tougher in a gun fight because of reduced flinch, and if there's any breaks in the action you'll have more health back.
Plus I haven't gone into my killstreak/pointstreak changes, which will also effect Blind Eye and Assassin quite a lot. When I hash those out to post here, I think you'll agree with me.
Also, I'm thinking about something similar to that for Stalker, as I want to give the delay effect to Hacker, so you can get to and hack Claymores and BB's. I'm not sure about time limit, but I'm definitely thinking it's going to remove it's effect for crouch ADS, and only effect ADS movement while walking.
~
Kaz, I know what you mean about hiding perks, but read above.
The problem with the hiding perks, is that the game is honestly tailored to using them. Because Assassin isn't effected by Counter-UAV, and Counter-UAV is only available to the Support streak, it means you can't use Assault Counter-UAV's to block Assassin turds camping with portable radar. Which as a sneak preview of my other desired changes, would be removed from the game completely, same goes for HBS.
Just wait and see what I've got in the killstreaks department, you'll like it.
~
Anywho, here's what my "revisions" are going to be.
Stalker
Regular - Faster movement while standing ADS.
Pro - Full movement speed while crouched ADS.
So, I'm going to leave Stalker as this. It will not effect noise when moving, meaning if you move ADS, you will sound as though you weren't. I am all going to reduce the effect, based on weapon type, so you do not get full movement speed, but very close to it.
Hacker
Regular - Enemy equipment marked in red. Detection explosives are delayed.
Pro - Hack enemy equipment and booby trap care packages.
This is basically SitRep's Regular effect plus Stalker's Pro effect as the Regular effect. The Pro version will allow you to hack enemy equipment, which hacked items will not leave the battlefield unless destroyed or self-activated. They will not disappear when the original enemy planter dies, or the individual who hacked it dies. They will also not appear as enemy equipment to Hacker users on the other side. Meaning leaving Claymores and Bouncing Betty's around can have some really bad consequences.
Dead Silencer -> Ninja (as it's more appropriate)
Regular - Silent footsteps and no falling damage.
Pro - Reduced effect from Recon.
I didn't mention this before, but as many people know Dead Silence effects Recon. I've decided that it should have a slightly better effect, so vs. Ninja users, Recon only works for 2 seconds. But it has to be earned as the pro effect. The Regular effect is pretty straight forward, and will be void vs. Eavesdrop users.
Eavesdrop
Regular - Enemy footsteps are louder.
Pro - ???
So the Regular version of Eavesdrop will be basically that of SitRep Pro. However, it will not have it's full effect vs. Ninja users. Eavesdrop vs. Ninja will be as though neither perk is in effect. I am still not sure what the Pro effect will be at this point.
Some possibilities are hearing enemy actions like reloading, switching weapons, and throwing grenades made better, or hearing crouched enemies (without Ninja, Ninja + crouch will be totally silent).
Sun Sep 02, 2012 7:31 pm
#17811- Kaz--MoneyMember
- Location : Calgary, AB, Canada
True, and I agree re: assassin and offensive advantage.
The thing is, assassin users, by a large margin, aren't offensive players. They are passive, sit-on-thier-heels players who let people come to them. They don't need an active, offensive, advantage....which is why it's such a poor trade off to pick say, QD vs Assassin. No camper gives a flying fck about pulling the gun up faster. It's up most of the time anyway.
I think they need to begin analyzing how thing are in reality vs how their pretend world has been concocted in thier heads.
The thing is, assassin users, by a large margin, aren't offensive players. They are passive, sit-on-thier-heels players who let people come to them. They don't need an active, offensive, advantage....which is why it's such a poor trade off to pick say, QD vs Assassin. No camper gives a flying fck about pulling the gun up faster. It's up most of the time anyway.
I think they need to begin analyzing how thing are in reality vs how their pretend world has been concocted in thier heads.
Sun Sep 02, 2012 8:44 pm
#17815- EnganaciousMember
- Location : Champaign Room
Yeah well, I would put an Advanced UAV on Assault around 9-11 kills, and make it the blackbird from Blops, showing all enemies (to include but not limited to Assassin users) and show them in real time.
I would also let the Advanced UAV on Support show Assassin users (at 14 or wherever the Stealth Bomber would be), although only in waves as it currently does (just not against Assassin).
I would also change Support streaks, so that every death knocks one off your streak, so if you get 17 kills, then die, you have to get 2 more for an EMP. This would allow some more interesting things pass on the Support streak, without it being OP. I would also change where certain things are.
Also, I would bring decoys back in the game. That way you can **** with dedicated sound whores and corner campers. I would make them produce sounds that correspond to your class, so if you run a suppressed weapon, it'll make sounds like one, and not show up on the HUD. I would also make it capable (although I'm not sure how) of making footstep noise, obviously corresponding in level to your perks (so Ninja users will have slightly quieter footsteps vs. Eavesdrop users).
I think that would put Assassin in a usable spot. It also wouldn't make the "Blackbird" OP because it can be shot down and block via Counter UAV, which can also block all radar whorage.
I think getting rid of the HBS and Portable Radar will also be a big step. I just beat a clusterfuck lobby in FFA of everyone using SitRep Pro and Portable Radars, it was extremely gay to say the least.
~
Oh, and I almost forgot, I would keep the 3 UAV's = Advanced UAV package deal around. And it would work as follows.
3 Assault UAV's or 2 Assault UAV's + 1 Support UAV = Assault Advanced UAV "Blackbird"
3 Support UAV's or 2 Support UAV + 1 Assault UAV = Support Advanced UAV
The 30 second timer for the Advanced UAV would reset when it was achieved.
~
So there would be little place for Assassin users to hide against a smart team.
I would also let the Advanced UAV on Support show Assassin users (at 14 or wherever the Stealth Bomber would be), although only in waves as it currently does (just not against Assassin).
I would also change Support streaks, so that every death knocks one off your streak, so if you get 17 kills, then die, you have to get 2 more for an EMP. This would allow some more interesting things pass on the Support streak, without it being OP. I would also change where certain things are.
Also, I would bring decoys back in the game. That way you can **** with dedicated sound whores and corner campers. I would make them produce sounds that correspond to your class, so if you run a suppressed weapon, it'll make sounds like one, and not show up on the HUD. I would also make it capable (although I'm not sure how) of making footstep noise, obviously corresponding in level to your perks (so Ninja users will have slightly quieter footsteps vs. Eavesdrop users).
I think that would put Assassin in a usable spot. It also wouldn't make the "Blackbird" OP because it can be shot down and block via Counter UAV, which can also block all radar whorage.
I think getting rid of the HBS and Portable Radar will also be a big step. I just beat a clusterfuck lobby in FFA of everyone using SitRep Pro and Portable Radars, it was extremely gay to say the least.
~
Oh, and I almost forgot, I would keep the 3 UAV's = Advanced UAV package deal around. And it would work as follows.
3 Assault UAV's or 2 Assault UAV's + 1 Support UAV = Assault Advanced UAV "Blackbird"
3 Support UAV's or 2 Support UAV + 1 Assault UAV = Support Advanced UAV
The 30 second timer for the Advanced UAV would reset when it was achieved.
~
So there would be little place for Assassin users to hide against a smart team.
- Sponsored content
Similar topics
Create an account or log in to leave a reply
You need to be a member in order to leave a reply.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|