After taking a few months hiatus from BF2 (for WoW) I decided to install the new patch and check it out.
I must say, I was a bit confused about the direction the devs took that game with this patch.
I thought the game was supposed to be built around "squad player roles".
Ie: each person in a squad has a specific strengths, and therefore contributes a specific "function" to the squad.
What the roles SHOULD be in my opinion:
-----------------
Assault - Role: Main infantry-infantry attack
Assault should be the MOST effective at killing opposing infantry..plain and simple. Attack weapon and/or body armour should put assault at SIGNIFICANT advantage over all other classes for mobile ground assault.
If you want to run and gun assault should be your PRIMARY choice.
Special Ops - Role: Secondary assault / infiltration / demolition
Special Ops should have good killing ability vs. infantry but less survivability and firepower then assault. The should have increased mobility, stealth and the ability to set demolitions traps to make up for the 1 on 1 killing disadvantage.
Medic - Role: Support / Healing
Medic should have very reduced assault abilities, and should not, under normal circumstances be able to kill an opposing assault class in a close or medium range 1 on 1 battle. This is balanced by there ability to self-heal, heal teamates and revive the wounded. Medics should NOT be the jack of all trades class that give overall utility.
Support - Role: Immobile ground firepower / ammunition
Support should have the BEST medium / long range firepower in the prone position. They should excel at killing enemies at distance while assault classes capture strategic positions. The also are responsible for ammunition.
Engineer - Role: Vehicle repair / anti-vehicle mining
Excel at vehicle repair, therefore suited for driving vehicles. Given the powerfull nature of vehicles engineer should have the significantly nerfed infantry-infantry combat effectiveness.
Sniper - Long range anti-infantry
Excel at long range anti-infantry killing (best in game). Highly mobile, self sufficient
Anti-tank - Anti-vehicle
Excel at dispatching vehicles (all situations). High survivability, Anti-infantry combat should be significantly limited.
--------------------------------
Okay, so those are what I think the class roles should be, but if you actually LOOK at the game right now they are TOTALLY out of wack.
1. Assault: Previously the grenade launcher gave the assault class the best anti-infantry weapon in the game allowing them to fufill their class role to a reasonable degree.
The nerf of the GL, has made the assault class TOTALLY USELESS. They are NOT the infantry killing machines they should be and the survivability given by increased body armor is not enough to offset the utility medics and spec ops players are given.
Assault do not fullfill their class role:
Improvements required:
Most lethal rifle weapons at short and medium range (with 30 rounds at least), more body armor. Basically assault should have a significantly better weapon then Spec Ops.
2. Spec Ops: Right now this class has the best weapons in the game overall, and also has C4 to fullfill their class role.
Spec Ops fullfill their class role
Improvements required:
None (if assault is boosted)
3. Medic: Main rifle too powerfull for class role, given healing ability and role
Medics are overpowered (which is why everyone plays them)
Nerfs required: Decrease primary weapon usefullness OR decrease body armor
Improvements Required: Increase mobility
4. Support: New patch make non-prone accuracy too high, yet prone accuracy should still be better
Nefs required: Decrease non-prone accuracy to almost useless (ie: running and gunning only at UBER close range)
Improvements: Increase prone accuracy (ie: a 1 on 1 prone battle should ALWAYS be won by support vs. other classes except at extreme long range with single shot from rifle)
5. Sniper: I haven't played sniper yet so I have no comment, they should have the stealth capability of spec ops however.
6. Anti-tank: Anti-tank should be the BEST anti-vehicles class and the worst anti-infantry class. Right now spec-ops has a 1 shot anti-vehicles kill (C4), making them more usefull in some circumstances then AT?!
Nerfs: Anti-infantry weapons should be slightly nerfed (DA0-12)
Improvements: SIGNIFICANT increase in anti-armor effectiveness of this class
Tank Rear - 1-2 shots (depending on exact hit location)
APC rear - 1 shot
All other vehicles: 1 shot any place
7. Engineer: Engineer is quite balanced. However, I think that they should SLOWLY repair ground vehicles (not air vehicles) while inside them, especially to make up for the inproved anti-tank abilities I proposed.
Improvments: Allow slow repairing of ground vehicles while being driven
-------------------
Right now Dice has made too many classes "equal" and has not created enough of a specialization in the classes. This is what 80% of people play the "jack of all trades classes" = medic and spec ops.
Assault SHOULD be the most desirable class to play for general killing....NOT support classes.
Right now NO ONE plays assault, and that is really a shame. When everyone has medic bags and C4 it makes the game less interesting in my opinion.
I can understand why the Devs wanted to nerf the GL, since it changes the 1 on 1 dynamic of the game...HOWEVER, even pre 1.2 MOST PEOPLE played spec ops / medic and FEW played assault!!!
So, nerfing the ONLY effective killing weapons assault had is going to make people play assault MORE?!...nope. Assault is useless now, either take it out of the game or make it usefull again.
/end of rant
I must say, I was a bit confused about the direction the devs took that game with this patch.
I thought the game was supposed to be built around "squad player roles".
Ie: each person in a squad has a specific strengths, and therefore contributes a specific "function" to the squad.
What the roles SHOULD be in my opinion:
-----------------
Assault - Role: Main infantry-infantry attack
Assault should be the MOST effective at killing opposing infantry..plain and simple. Attack weapon and/or body armour should put assault at SIGNIFICANT advantage over all other classes for mobile ground assault.
If you want to run and gun assault should be your PRIMARY choice.
Special Ops - Role: Secondary assault / infiltration / demolition
Special Ops should have good killing ability vs. infantry but less survivability and firepower then assault. The should have increased mobility, stealth and the ability to set demolitions traps to make up for the 1 on 1 killing disadvantage.
Medic - Role: Support / Healing
Medic should have very reduced assault abilities, and should not, under normal circumstances be able to kill an opposing assault class in a close or medium range 1 on 1 battle. This is balanced by there ability to self-heal, heal teamates and revive the wounded. Medics should NOT be the jack of all trades class that give overall utility.
Support - Role: Immobile ground firepower / ammunition
Support should have the BEST medium / long range firepower in the prone position. They should excel at killing enemies at distance while assault classes capture strategic positions. The also are responsible for ammunition.
Engineer - Role: Vehicle repair / anti-vehicle mining
Excel at vehicle repair, therefore suited for driving vehicles. Given the powerfull nature of vehicles engineer should have the significantly nerfed infantry-infantry combat effectiveness.
Sniper - Long range anti-infantry
Excel at long range anti-infantry killing (best in game). Highly mobile, self sufficient
Anti-tank - Anti-vehicle
Excel at dispatching vehicles (all situations). High survivability, Anti-infantry combat should be significantly limited.
--------------------------------
Okay, so those are what I think the class roles should be, but if you actually LOOK at the game right now they are TOTALLY out of wack.
1. Assault: Previously the grenade launcher gave the assault class the best anti-infantry weapon in the game allowing them to fufill their class role to a reasonable degree.
The nerf of the GL, has made the assault class TOTALLY USELESS. They are NOT the infantry killing machines they should be and the survivability given by increased body armor is not enough to offset the utility medics and spec ops players are given.
Assault do not fullfill their class role:
Improvements required:
Most lethal rifle weapons at short and medium range (with 30 rounds at least), more body armor. Basically assault should have a significantly better weapon then Spec Ops.
2. Spec Ops: Right now this class has the best weapons in the game overall, and also has C4 to fullfill their class role.
Spec Ops fullfill their class role
Improvements required:
None (if assault is boosted)
3. Medic: Main rifle too powerfull for class role, given healing ability and role
Medics are overpowered (which is why everyone plays them)
Nerfs required: Decrease primary weapon usefullness OR decrease body armor
Improvements Required: Increase mobility
4. Support: New patch make non-prone accuracy too high, yet prone accuracy should still be better
Nefs required: Decrease non-prone accuracy to almost useless (ie: running and gunning only at UBER close range)
Improvements: Increase prone accuracy (ie: a 1 on 1 prone battle should ALWAYS be won by support vs. other classes except at extreme long range with single shot from rifle)
5. Sniper: I haven't played sniper yet so I have no comment, they should have the stealth capability of spec ops however.
6. Anti-tank: Anti-tank should be the BEST anti-vehicles class and the worst anti-infantry class. Right now spec-ops has a 1 shot anti-vehicles kill (C4), making them more usefull in some circumstances then AT?!
Nerfs: Anti-infantry weapons should be slightly nerfed (DA0-12)
Improvements: SIGNIFICANT increase in anti-armor effectiveness of this class
Tank Rear - 1-2 shots (depending on exact hit location)
APC rear - 1 shot
All other vehicles: 1 shot any place
7. Engineer: Engineer is quite balanced. However, I think that they should SLOWLY repair ground vehicles (not air vehicles) while inside them, especially to make up for the inproved anti-tank abilities I proposed.
Improvments: Allow slow repairing of ground vehicles while being driven
-------------------
Right now Dice has made too many classes "equal" and has not created enough of a specialization in the classes. This is what 80% of people play the "jack of all trades classes" = medic and spec ops.
Assault SHOULD be the most desirable class to play for general killing....NOT support classes.
Right now NO ONE plays assault, and that is really a shame. When everyone has medic bags and C4 it makes the game less interesting in my opinion.
I can understand why the Devs wanted to nerf the GL, since it changes the 1 on 1 dynamic of the game...HOWEVER, even pre 1.2 MOST PEOPLE played spec ops / medic and FEW played assault!!!
So, nerfing the ONLY effective killing weapons assault had is going to make people play assault MORE?!...nope. Assault is useless now, either take it out of the game or make it usefull again.
/end of rant
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