Best way to (re)balance support -

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  • Savior_Six

    #61
    Re: Best way to (re)balance support -

    Come on, single shot pkm sniping is a riot.

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    • Teaves

      #62
      Re: Best way to (re)balance support -

      "other"

      I think there should be a deployable tripod that takes ~2 seconds to deply before they can fire at current accuracy/damage levels.

      If the support guns is fired standing or prone the damage should be the same but the accuracy should by massively reduced and recoil massively increased to a level that hitting anyone further away then a few feet is almost impossible while standing or kneeling.

      In my view the real problem is support gunners running about like assault players and diving and hitting fire as soon as the see the enemy, often killing before the dive animation is even complete :hmm: IMHO the support gun should be dominating while deployed as this gives support a proper game-role - blocking off an area to infantry so they have to outflank or be smart.

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      • PHPT

        #63
        Re: Best way to (re)balance support -

        Originally posted by royaljewellz
        what is your point? you want to play assault, so no other kit should compare? why shouldn't a medic be able to run around like assault...their basic kits carry the same weapon minus the noobtube. should a support guy only lay around in allyways? maybe you'd be happy if everybody had knives, and you had your assault weapon...
        Have you even bothered reading my posts? Have you looked my sig? Have you looked up my stats to find which kit I've played almost twice as much as any other? HINT: It's not assault.

        My point was that the ability to excel in infantry combat should not be limited to just the assault class, and the argument that assault should be universally unmatched in infantry combat is ridiculous.

        maybe with an aimbot...
        You're kidding, right? I saw other people do it with no problem, I did it plenty of times myself.

        yeah, and then what would be the point in having unlocks?
        Unlocks are there to provide an alternative, not a clearly-superior weapon.

        blocking off an area to infantry so they have to outflank or be smart.
        As stated before, you can't do this for very long, you'll get grenaded.

        EDIT -- And so I don't forget...
        What you cannot do is expect people to take you seriously when you demand that a kit be changed to match your own wonky, personal, not-shared-by-the-majority preference for how to play said kit
        I think the best part of this is that you've successfully dead-ended the argument, not because you've made an actual point, but because there's no real way to prove how the "majority" of support players actually played. Last I checked, and watched, most of them wanted to go rambo in 1.12, and got ****ed because they were getting sniped by practically any other kit. Now in 1.2, all of them want to go rambo. According to you, support players prefered to camp in an alleyway and complain that somehow their guns were less effective than an AK-101. Yet somehow, when their weapons couldn't hit anything, I managed to get 16% accuracy in 1.12 with LMGs and most of the top-ranked players don't even get that with assault rifles.

        Conflicting versions of reality don't make for an effective argument.

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        • Warm Pudgy

          #64
          Re: Best way to (re)balance support -

          personally i think it should be harder to get unlocks like it was back in the day of 1.0
          maybe not quite as hard, wasnt it like 10k-20k points to get maybe 3 stripes?

          but the fact is, back in the day when it was actually hard to get ranks and unlocks, i was proud of my bad ass G3 that hardly anyone else had yet
          i was proud that i could grab commander before someone else could

          now any little retard that comes along can have as powerfull weapons as a high ranking enlistee or officer

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          • shiremct

            #65
            Re: Best way to (re)balance support -

            Originally posted by PHPT
            Have you even bothered reading my posts? Have you looked my sig? Have you looked up my stats to find which kit I've played almost twice as much as any other? HINT: It's not assault.

            My point was that the ability to excel in infantry combat should not be limited to just the assault class, and the argument that assault should be universally unmatched in infantry combat is ridiculous.
            Exactly... what the hell is up with this huge crusade all the sudden to make Assault dominate all? This is a joke.

            If ANY class needs a little boost at killing, its the engineer. Yea, hate on me, but lets go back to the roles thing, shall we:

            Spec Ops: Kill individuals and blow assets and areas with explosives.
            Medic: Kill individuals and heal/revive fallen teammates.
            Support: Ability to engage multiple targets over a small area and resupply ammo.
            Sniper: Kill individuals at extreme long range
            AT: Kill individuals and engage vehicles of all types.
            Engineer: Kill individuals at close range and repair assets/vehicles

            ...

            Assault: Kill individuals; engage multiple targets in a small area (GL); AND effectively engage light vehicles.

            Assault is already one of the most well-rounded kits, but suggesting they should be able to own the socks off of medics or spec ops(and everyone else) in rifle combat JUST because they are assault is... well, I'll be nice and say its just not a balanced suggestion that is good for gameplay. They have an effective area effect weapon... Yes the GL is still effective, perhaps not the death machine it once was, but thats a good thing. They have body armour, plus smoke/flashbang. Yea the smoke is crap, and I would love to see that buffed up, but not the guns. They have effective rifles. Anyone who thinks the m16, ak101, or ak47 are utter crap that can't hit anything must not be all that good at shooting. Yea, the stock guns don't have the long-range accuracy of the g36 C & E, or the close range dominance of the DAO, but domination in all situations and at all ranges is just not what this game is about. Hence the problem with the PKM right back at us...

            Comment

            • infectedsoldier

              #66
              Re: Best way to (re)balance support -

              I'm actually happy with the way it is now. I'm a First Sarge with all my vet combat.

              I play both support and assault a lot (PKM and G3). For smaller maps and defense I go with the PKM prone but when I want mobility I take my G3 out. I believe that support should tear up infantry prone. However I don't think it would be bad to nerf the PKM WHEN KNEELING/STANDING. Prone should be pretty accurate IMO.

              A bit of advice for taking out support, just flank him and come at a different angle.

              My only complaint is before I used the PKM for guarding and my mg36 for offensive. With the patch I don't think my mg36 has much use anymore....

              Oh I also second boosting engineers.

              Maybe beef the mp7 up just a bit? Or let us give up our side arm for the mp7 and be able to carry a regular shotgun?

              I'll admit I only use engineer when I want to go tank whore. Otherwise it's rather difficult to support your team as engineer because you can't defend yourself that well (either decent med range with mp7 OR close range with a shotfun) let alone go offensive....just my two cents.

              Comment

              • rsgx

                #67
                Re: Best way to (re)balance support -

                Make only the Assault Rifles better, the MGs arent super-accurate. They're much more power than accuracy.

                Comment

                • PHPT

                  #68
                  Re: Best way to (re)balance support -

                  Originally posted by infectedsoldier
                  Oh I also second boosting engineers.
                  Engineer is not much of a combat troop, but they are GODLY in armor. Get two engineer tanks next to each other and you can pretty much forget about ever killing them with AT missiles or even other APCs/tanks. Engineer's been more or less built around that premise, that the only time they're really supposed to be on foot is when they're repairing or running to another vehicle.

                  Engineer as I see it is fine, it's just that they're not really a squaddie kit and most public servers lack the coordination to use engineers effectively (as seen by the fact that 90% of the people driving around tanks/APCs are NOT engineers)

                  Comment

                  • IntensivCareBear

                    #69
                    Re: Best way to (re)balance support -

                    stop whining about support already. the PKM should be toned down, and the SAW and MG36 improved to be at least as good as the PKM.

                    but pre 1.2, SUPPORT was unbalanced in that it was too bad. the assaults only advantage should remain the universally versatile noob tube. and the g3 is good enough to be balanced, as well as the others

                    but ive found recently, the DAO12/ SRAW is even better than a noob tube with assault rifle! the sraw is just as effective or more anti personnel at any range, and even more so anti vehicle.

                    and the dao 12 cleans up those claymore whores real nice hehe.

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