Re: What do assault players think of GL nerfs ?
I disagree with extra ammo and just less grenades because giving an assault just some extra ammo doesn't really help to much against something like a medic who can throw some packs down around a corner and fall back and get healed back to 100percent while mr assault/spec ops/support/non healing class in general gets blown away by the million dollar man who :laugh: might as well be eating brains for extra health as well :laugh: . But seriously some extra ammo isn't going to help very much if something like a headshot doesn't kill or that class doesn't have an uber gun or the other class is overpowered or just generaly unbalanced while going vs others. What dice and friends are doing is a nice start but not a solution to the messy balance. Less grenades and extra ammo really isn't going to help when a player can run over a pack of ammo that instantly restores ammo/health to 100percent again. Some issues really lie deep in what i feel is a poor resupply system even though the same style has worked very well in other games such as RTCW.
And it takes a hell of a lotta skill to get an RPG-7 to hit a quick moving target at 200-300 meters be it flat ground on a hill or wherever. And the X-packs such as BFVs tnt or the C4 force players to actualy look around a flat to clear the area instead of just run right on inside for the quick cap. Basicaly my feelings toward AoE (area of effect) tools are that they help make the games design more interesting on the strat and tactical level even with out the commander assests or jumping and throwing. But i feel that items like that RPG or C4 should be a lot more powerful but less abundant but due to easy refill spam i think that that system must be changed for anything like a kornet or javelin missile to really work in a game similar to this build of bf2.
I disagree with extra ammo and just less grenades because giving an assault just some extra ammo doesn't really help to much against something like a medic who can throw some packs down around a corner and fall back and get healed back to 100percent while mr assault/spec ops/support/non healing class in general gets blown away by the million dollar man who :laugh: might as well be eating brains for extra health as well :laugh: . But seriously some extra ammo isn't going to help very much if something like a headshot doesn't kill or that class doesn't have an uber gun or the other class is overpowered or just generaly unbalanced while going vs others. What dice and friends are doing is a nice start but not a solution to the messy balance. Less grenades and extra ammo really isn't going to help when a player can run over a pack of ammo that instantly restores ammo/health to 100percent again. Some issues really lie deep in what i feel is a poor resupply system even though the same style has worked very well in other games such as RTCW.
And it takes a hell of a lotta skill to get an RPG-7 to hit a quick moving target at 200-300 meters be it flat ground on a hill or wherever. And the X-packs such as BFVs tnt or the C4 force players to actualy look around a flat to clear the area instead of just run right on inside for the quick cap. Basicaly my feelings toward AoE (area of effect) tools are that they help make the games design more interesting on the strat and tactical level even with out the commander assests or jumping and throwing. But i feel that items like that RPG or C4 should be a lot more powerful but less abundant but due to easy refill spam i think that that system must be changed for anything like a kornet or javelin missile to really work in a game similar to this build of bf2.
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