Anyone with an unbiased view of the games current state will agree there is a serious problem with the game kit balance. This problem manifests itself even more now IO mode is here. If you want to get a top 3 placing you choose support or medic, there is no contest. I'm not against points, just the fairness of their distribution. This isn't a whine or a flame, it's a carefully considered suggestion.
Here's the tweaks that I think could change all that (apply to all game modes unless specified).
Medics - Leave reviving unchanged. Throwing the medkit on the ground no longer earns points, you must hold the kit to heal and get points. Adjust the healing rate as required for balance. More realistic too.
Support - Throwing ammo bags on the ground no longer earns points, and you must hold the kit while re-arming those around you to earn points. Adjust the resupply point scoring rate to equal medic, so a 99% heal = a 99% resupply. Also more realistic too.
Engineer - Double the rate at which commander assets are repaired, speed up the rate at which repair points are earned to match the rate of medic and support. But don't change the rate at which vehicles are repaired. Let engys pick up any mine with "G", and defuse C4 and claymores with the utility wrench. Add the ability for engy's to kill with a blow from the spanner.
Assault - introduce a proper standing to prone delay, players are still dolphin diving. Adjust assault delays in going prone and standing up to half the delay of everyone else (hopefully still nerfing the dolphins and macro exploiters). Make smoke and flashbangs re-suppliable, increase the intensity and area of the smoke grenade effect.
Anti Tank - give them either 2 X C4, or 2 X mines additional to existing kit.
Spec Ops - 2 points for destroying commander assets not 1, a bonus 2 points for destroying ALL commander assets themselves.
Sniper - invisible to UAV and scan when prone (UNLESS they are the last surviving team member). Bonus 2 points for killing a driver or pilot.
Flag capping - points are earned for neutralising or capping regardless of whether you survive the neutralising or capping. But points still only given if neutralising or capping succeeds. No longer will a player lay beside a white flag at 99% enemy, turn it to 99% capped get killed and not get rewarded. In IO make a flag neutralise / cap worth 3 points to keep the game moving and decrease the amount of grenade walling (but that would need play tested for point farming itself).
Squads - add orders into the squad leader and commander menus for "Defend Flag Here", and "Capture Flag Here", if the squad captures or defends that flag with their leader outside the cap zone, he still gets assist points as though he was inside the cap zone.
Set aside your biases, and with an open and fair look I'd say most experienced players would agree that these changes would make the game play out a lot more like it was intended to. Rather than the just a points race that's biased by the kit type.
edit: An afterthought. If grenade walling continues to be a problem decrease grenade loadout to 2, but leave assault at 3. Subsequent re-supplies only give 1 grenade.
1.5 please DICE.
Here's the tweaks that I think could change all that (apply to all game modes unless specified).
Medics - Leave reviving unchanged. Throwing the medkit on the ground no longer earns points, you must hold the kit to heal and get points. Adjust the healing rate as required for balance. More realistic too.
Support - Throwing ammo bags on the ground no longer earns points, and you must hold the kit while re-arming those around you to earn points. Adjust the resupply point scoring rate to equal medic, so a 99% heal = a 99% resupply. Also more realistic too.
Engineer - Double the rate at which commander assets are repaired, speed up the rate at which repair points are earned to match the rate of medic and support. But don't change the rate at which vehicles are repaired. Let engys pick up any mine with "G", and defuse C4 and claymores with the utility wrench. Add the ability for engy's to kill with a blow from the spanner.
Assault - introduce a proper standing to prone delay, players are still dolphin diving. Adjust assault delays in going prone and standing up to half the delay of everyone else (hopefully still nerfing the dolphins and macro exploiters). Make smoke and flashbangs re-suppliable, increase the intensity and area of the smoke grenade effect.
Anti Tank - give them either 2 X C4, or 2 X mines additional to existing kit.
Spec Ops - 2 points for destroying commander assets not 1, a bonus 2 points for destroying ALL commander assets themselves.
Sniper - invisible to UAV and scan when prone (UNLESS they are the last surviving team member). Bonus 2 points for killing a driver or pilot.
Flag capping - points are earned for neutralising or capping regardless of whether you survive the neutralising or capping. But points still only given if neutralising or capping succeeds. No longer will a player lay beside a white flag at 99% enemy, turn it to 99% capped get killed and not get rewarded. In IO make a flag neutralise / cap worth 3 points to keep the game moving and decrease the amount of grenade walling (but that would need play tested for point farming itself).
Squads - add orders into the squad leader and commander menus for "Defend Flag Here", and "Capture Flag Here", if the squad captures or defends that flag with their leader outside the cap zone, he still gets assist points as though he was inside the cap zone.
Set aside your biases, and with an open and fair look I'd say most experienced players would agree that these changes would make the game play out a lot more like it was intended to. Rather than the just a points race that's biased by the kit type.
edit: An afterthought. If grenade walling continues to be a problem decrease grenade loadout to 2, but leave assault at 3. Subsequent re-supplies only give 1 grenade.
1.5 please DICE.
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