This is Ghost wars. Its hard to be a ghost when you have a class with 100 meter sonar in every direction. I hate when someone camps with it. It makes it very hard to counter. Not to mention the fact that it's just a super lame class we dont need or want.
Snowflake moment ˄˄˄˄˄Originally Posted by Dabtana Go to original post
I've been using Echelon recently after getting used to how to use him. He does have his pros and cons and I do find some maps suit him better than others.
Pros
Sonar (of course)
Good gun close up
Great for finding drone and sniper campers
Good for helping the team find the enemys general location
Cons
A sitting duck when using Sonar
A ping could be 30m away or 50m away
Not so good gun at distance
Sometimes in Sonar it is easy to lose track of your surroundings
It makes you play slower as you have to stop and assess your surroundings
Also it is no where near as powerful at detecting than a Scout Drone and I am amazed at how many people are actually camping because the pings very rarely move and if they did Echelon would not be so great.
Great tip fastastoast. I didn't know that.Originally Posted by fastastoast Go to original post
Personally, I would like to see the Echelons sonar ability disabled for a few seconds if a flash bang or grenade (or any explosion), friendly or not, goes off in the 100m radius around them.
Whilst its not as good at finding out where enemies are as the scout drone, its better at finding out where they are not.
Keeping him marked is also a solid counter to him. When you know where he is and he doesn't know where you are, you have significant combat advantage.
I still am swaying back and forth in favor of and against a nerf for the echelon. His ability is great when he is perfectly still, but when he starts moving, he is severely limited in sonar. The most effective echelons know when to get out of and stay out of sonar. Also, his weapon, while pretty accurate at short and medium ranges, lacks the stopping power of other assault classes in my opinion.
I do think he needs to be adjusted, as there are some aspects of him that either do not make sense or are a little too much.
What doesn't make sense:
-50% stamina boost. He's labelled as an assault class, sure, but I do not understand the point of this. Echelons are usually playing slow, so they really don't need this.
-30% Health bonus: Look, I'm an outspoken critic of the assault health bonuses (except for tank). If they are removed, then I think the game will completely change. In my opinion, Echelon has an ability that pings enemies, so why give him a thirty percent health bonus on top of that? The Echelon maintains a tactical advantage without the health bonus, so why give him one? The same logic can be applied with the disrupter, as I don't think classes should receive a useful ability and receive a health bonus on top of that.
What could make some people happy:
-Increase the times between pings when in sonar vision, so it is harder to pinpoint enemies. I think this would be the best way for Ubi to go about it, as the pings are the most useful aspect of his ability
-Decrease the range of sonar goggles and pulse by 15-30 meters.
-Add a cooldown time and battery life to the sonar goggles.
I really don't think he's overpowered at all. A little bit of fine tuning perhaps but then every other class has had a tweak or two.
The sonar is fine, it's overpowered. Perhaps a cooldown could be added but movement, position, 4 sec delay and it's inaccuracy are probably enough.
Tech, Disruptor and now Echelon could use a review of what and when their powers can affect or be affected by.
That's just dumb you have to be close to a grenade to make it shake your screen.Originally Posted by Leemund13 Go to original post