So, yeah... IO mode. I know, I know. It's a touchy subject. On one hand it's a frantic kill fest of excitement. On the other hand it's the most outrageously hack-job'ed attempt at pleasing the base of the community. All of those opinions are debateable. What's NOT up for debate though is the fact that IO is here to stay.
With that in mind I decided to revert back to the tried and true method of getting my opinion out; making suggestions. Planewhore already had a lengthy thread going that centers the debate about IO pretty well. So, I won't bother rehashing all of that. What I will say is I think there needs to be a couple of changes in regards to IO mode. Some things that EA could have really thought out better.
I'll list them:
1. Limit IO mode to 16 player maps!
- Not that I feel the servers themselves should be limited to 16 people, just the map size. If you're going to try and present this format as a legitimate game mode it needs to function with some type of logic. The point was to put people "directly" into the fight. Right? Well, considering there isn't an engine or transport helo to help me traverse that digital 2 miles of landscape, we need to shrink it down to somthing logical and acceptable. 16 player maps already are pretty much built to infantry specifications. It shouldn't be too much of a hassle to tweak them a bit more so they can be universally functional in both Conquest mode and IO-Conquest mode.
2. Modify the damnable kits! Aaaaargh!
- This is just unacceptable. I know Dice/EA had to at least sit around the "round table" for 5 minutes. You're telling me an entire development team couldn't put two and two together; "Wait! Without vehicles, medics are going to become slightly dominate"... and then another chimes in, "Oh yeah! ...and how is anti-tank gunna' fucntion without a tank to anti'!?" ...and yet another's wisdom blossoms, "What about snipers? Shouldn't they get a bone?" ...and then the final cog in the wheel would burst from his seat with excitement, "...hey!? Isn't support going to turn into mobile mortar with their abbility to rain grenade death on almost anyone!?"
...saddly it doesn't seem like it went down that way. Nope, it seems like the Dev team just farted out some crud and went to the local pub'.
I digress though, some minor kit changes need to take effect. Let's start with the Medic. He seems to be the love child of the majority of the IO breed, and would good reason. He can heal "himself" after every damnable firefight! Let's not even factor in his abbility to revive and heal teamates, and pack around one of the most dominate small arms in the game. Ok, so he doesn't have armor? Does it really matter? He has a lifebag that functions like the "Borrowed Time" abbility in DotA (Whoever understands that needs to look up SSgt.Paas on B-Net). If you do manage to do damage to him and he survives, he's good to go for the next firefight, almost as if he just spawned.
I know at this point some of you are like, "Damnit Paas, just get to the friggin' point! Jeebus!" Well, I will! The point is the Medic needs to lose his abbility to heal himself. He also needs to be left with only "ONE" grenade; if even that. CALM DOWN! ...I can just feel the flame-jockeys' rushing for the "reply" button. Well, wait till i'm done first!
Now, you may be wondering, "Well what's the damn point of playing medic now! He loses all his uber-l33tness!". Not entirely true. He still has a very competitive (if not the best) small arms selection, he still has the abbility to heal other teamate and keep them in the fight (including other medics). He also still has a grenade! I mean, "A GRENADE"; ...thas' like a goldmine in an infantry only match. So in effect he's still a powerhouse. He just won't survive every flippin' firefight with perfect health; ...pretty much what the current situation adds up to now.
Next in the lineup, Anti-Tank! Oh, man. Last shafting I recall like this was when the developers decided to fix the "broken" A.A., and in the process of making it work correctly punished the ground forces with a shorter engagement range... good times. No, but on a serious note, has anyone been shafted any harder in IO than the Anti-Tank kit?
Now, I know what some of you're thinking:
"OMG!? Yur' n00b! Anti-Tynk pwns n00bs with 12' an' Noob Tubin'!"
Well, yeah, you could play him like that if ya' want. What about the people who don't want to spend their time sniping people with an "ANTI-TANK" rocket? It's simple really. Take away his rockets, give him claymores. Call him, "Anti-Infantry"... ok maybe not. He would still be Anti-Tank, but he would serve a purpose. Although! Snipers would have to lose the claymores, but considering that cannot really be Arty Bombed, or Carty Bombed, they should have to worry about infantry sneaking up on their unprotected hineys. Did I mention that have killer engagement ranges over every other infantry class in the game? I didn't? Well... let it be known from this point on.
Engineers you sayz'? What about em'? Never liked their ol' punk!... ok, kidding. Engineers should be graced with an unhealthy count of Smoke, and Flash grenades. That mixture along with a punishing close range weapon would make them the ideal class for tight area clearing (Rooms, Alleys, etc.). I would say about 4 Flashes, and maybe 1 Smoke (Don't want the map to look like a smokehouse; I ain't talking about pork). That's all I can think of in regards to them. I mean, yeah, they do still get to repair stuff, but considering the commander class isn't nearly as dangerous as it was in Conquest, you won't be seeing many engineers in the backfield.
Support? simple. Don't let them resupply themselves. Yep. It's that simple.
Assault. Hmmmmm. I was thinking just leave em' with 12 Rifle mags' (8 for the G3), and 2 M203s. No handgrenades, no smokes, no pistol; no nothing but a rifle, armor, and a grenade launcher with very few grenades. Assault should just be a brute. A mindless cannon fodder that can take hits, and throw them out, yet lacks any type of flair. A mindless killing machine basically.
THE BOAT CONCEPT IS ALREADY IN GAME!
That's all folks. Yes, I searched. Yes, I found topics similar, but... they lacked civility and grace and I didn't want to enter my ideas into an already "Flame'ish" enviroment. Sue' me?
Oh, and chime in with any tweaks. All of this material is a lingering brain fart at best.
{WP}Paas
With that in mind I decided to revert back to the tried and true method of getting my opinion out; making suggestions. Planewhore already had a lengthy thread going that centers the debate about IO pretty well. So, I won't bother rehashing all of that. What I will say is I think there needs to be a couple of changes in regards to IO mode. Some things that EA could have really thought out better.
I'll list them:
1. Limit IO mode to 16 player maps!
- Not that I feel the servers themselves should be limited to 16 people, just the map size. If you're going to try and present this format as a legitimate game mode it needs to function with some type of logic. The point was to put people "directly" into the fight. Right? Well, considering there isn't an engine or transport helo to help me traverse that digital 2 miles of landscape, we need to shrink it down to somthing logical and acceptable. 16 player maps already are pretty much built to infantry specifications. It shouldn't be too much of a hassle to tweak them a bit more so they can be universally functional in both Conquest mode and IO-Conquest mode.
2. Modify the damnable kits! Aaaaargh!
- This is just unacceptable. I know Dice/EA had to at least sit around the "round table" for 5 minutes. You're telling me an entire development team couldn't put two and two together; "Wait! Without vehicles, medics are going to become slightly dominate"... and then another chimes in, "Oh yeah! ...and how is anti-tank gunna' fucntion without a tank to anti'!?" ...and yet another's wisdom blossoms, "What about snipers? Shouldn't they get a bone?" ...and then the final cog in the wheel would burst from his seat with excitement, "...hey!? Isn't support going to turn into mobile mortar with their abbility to rain grenade death on almost anyone!?"
...saddly it doesn't seem like it went down that way. Nope, it seems like the Dev team just farted out some crud and went to the local pub'.
I digress though, some minor kit changes need to take effect. Let's start with the Medic. He seems to be the love child of the majority of the IO breed, and would good reason. He can heal "himself" after every damnable firefight! Let's not even factor in his abbility to revive and heal teamates, and pack around one of the most dominate small arms in the game. Ok, so he doesn't have armor? Does it really matter? He has a lifebag that functions like the "Borrowed Time" abbility in DotA (Whoever understands that needs to look up SSgt.Paas on B-Net). If you do manage to do damage to him and he survives, he's good to go for the next firefight, almost as if he just spawned.
I know at this point some of you are like, "Damnit Paas, just get to the friggin' point! Jeebus!" Well, I will! The point is the Medic needs to lose his abbility to heal himself. He also needs to be left with only "ONE" grenade; if even that. CALM DOWN! ...I can just feel the flame-jockeys' rushing for the "reply" button. Well, wait till i'm done first!
Now, you may be wondering, "Well what's the damn point of playing medic now! He loses all his uber-l33tness!". Not entirely true. He still has a very competitive (if not the best) small arms selection, he still has the abbility to heal other teamate and keep them in the fight (including other medics). He also still has a grenade! I mean, "A GRENADE"; ...thas' like a goldmine in an infantry only match. So in effect he's still a powerhouse. He just won't survive every flippin' firefight with perfect health; ...pretty much what the current situation adds up to now.
Next in the lineup, Anti-Tank! Oh, man. Last shafting I recall like this was when the developers decided to fix the "broken" A.A., and in the process of making it work correctly punished the ground forces with a shorter engagement range... good times. No, but on a serious note, has anyone been shafted any harder in IO than the Anti-Tank kit?
Now, I know what some of you're thinking:
"OMG!? Yur' n00b! Anti-Tynk pwns n00bs with 12' an' Noob Tubin'!"
Well, yeah, you could play him like that if ya' want. What about the people who don't want to spend their time sniping people with an "ANTI-TANK" rocket? It's simple really. Take away his rockets, give him claymores. Call him, "Anti-Infantry"... ok maybe not. He would still be Anti-Tank, but he would serve a purpose. Although! Snipers would have to lose the claymores, but considering that cannot really be Arty Bombed, or Carty Bombed, they should have to worry about infantry sneaking up on their unprotected hineys. Did I mention that have killer engagement ranges over every other infantry class in the game? I didn't? Well... let it be known from this point on.
Engineers you sayz'? What about em'? Never liked their ol' punk!... ok, kidding. Engineers should be graced with an unhealthy count of Smoke, and Flash grenades. That mixture along with a punishing close range weapon would make them the ideal class for tight area clearing (Rooms, Alleys, etc.). I would say about 4 Flashes, and maybe 1 Smoke (Don't want the map to look like a smokehouse; I ain't talking about pork). That's all I can think of in regards to them. I mean, yeah, they do still get to repair stuff, but considering the commander class isn't nearly as dangerous as it was in Conquest, you won't be seeing many engineers in the backfield.
Support? simple. Don't let them resupply themselves. Yep. It's that simple.
Assault. Hmmmmm. I was thinking just leave em' with 12 Rifle mags' (8 for the G3), and 2 M203s. No handgrenades, no smokes, no pistol; no nothing but a rifle, armor, and a grenade launcher with very few grenades. Assault should just be a brute. A mindless cannon fodder that can take hits, and throw them out, yet lacks any type of flair. A mindless killing machine basically.
THE BOAT CONCEPT IS ALREADY IN GAME!
That's all folks. Yes, I searched. Yes, I found topics similar, but... they lacked civility and grace and I didn't want to enter my ideas into an already "Flame'ish" enviroment. Sue' me?
Oh, and chime in with any tweaks. All of this material is a lingering brain fart at best.
{WP}Paas
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