I wanted to highlight my experience with ghost wars post SO3. Firstly one quick bit of information, between SO2 and SO3 i successfully ran mostly pred and echelon solo because of the SR625 mistake. But this was fixed so i returned to my 1st choices Enforcer and tank (i also play surgeon and guerrilla a bit) and here is the thing, my KDR has drop by 100 deaths! Already. Here is my reasoning why. It maybe long but i'll try to be concise.
All these classes die BECAUSE of the 'ability'. And these are the classes i feel i can give feedback on as a user.
Firstly enforcer, amazing class and easily the most fun to me. But the poor man of the marksman, most other classes get double primaries or several abilities that aid survival. I believe devs are aware of the enforcers in game issues and made an attempted to address them with a weapon buff. Thank you, but the weapon wasn't the issue, the problem is surviving using the suppression. Yes, its questionably OP, but using the ability against a full squad gets you shot. Using it against a reduced squad is usually ok but requires teams that understand whats going on. Then lastly, adrenaline rush negates the effect making the class just a noisy inaccurate target. Same as pointman, pred and now assassin can out run bullets. So, your useful maybe 40% of the time. But your dead 90% of the time.
So, the issue that needs addressing is surviving pulling your own trigger. My suggestions, and guys i'm expecting your opinions,
1) Simply a health buff, i know that is supposed to be assaults thing but you gave ranger stamina so why not? just enough to survive a hollowpoint shot. 20/30 hp.
2) Maybe allow the class to have suppression resistance themselves, not permanently, only actively when shooting. If i'm dealing with that noisy gun how does a near miss from a 9mm spook me?
3) Maybe an effect that makes locating player position harder. Like the opposite of stalker, make the sound marker HUGE. That's the point right, shock and awe, what if the whole side of a hill flashes yellow? or a very large area of the map?
4) Allow enforcer to suppress the un-suppressable
Next Tank, much better now the SR is fixed. But ruined by enforcer weapon buff, using the stoner after the new mk48 renders it useless, (The p90, mk249, and R4 just don't cut it). But again the weapon isn't really the issue, diverting intel then getting murdered by a pushing scout is BS. This class shouldn't be a noob pick, it should be essential. Suggestions.
1) Fix the weapons, so many poor choices.
2) Again allow suppression resistance, but only during divert intel, ppl should fear pushing a tank, but trust me its easy.
3) Allow fighting spirit during divert intel, see above. (i don't want a tank/pred but risk/reward balance).
4) Maybe even reduce the health.
Next, surgeon. Again an ability buff, thank you, but in nearly 400 rounds i've never used more than 3 darts. Stopping bleeding cool, but using the stim gun on moving targets for no personal reward just isn't worth it, give points for effective stim gun hit not just revives. Surgeon gets shot trying to line up the blue outline or moving to position the revive. Suggestion.
1) Give class better range, tech gets smg scope.
2) Give the class higher health, didn't Doc have the highest in RB6? so the inspired class gets lowest assault health.
3) Allow self healing.
4) and obviously passive quick hands.
5) speed up the stim gun weapon swap.
6) give the player an indicator that the stim gun won't be effective from that position without disarming the surgeon.
Next, Guerrilla, i actually think class is fixed. Still super risky. Just reduce the fire rate to allow more shots to land on target before reloading.
Thanks for reading.
ps, i know, get gud.
Agreed. The assassin gets his speed passivly build in because he is an assassin, Surely the medic and the surgeon could have passive quick hands for revives?Originally Posted by xxFratosxx Go to original post
But that's a bit to stalker isn't it? I just think it should be so big it's not useful.Originally Posted by nga-chairman Go to original post
Yeah, I guess, but I'm not bothered either way, real or fantasy, but balanced it should be. My point being that some classes are a risk to themselves. Every class apart from tank, surgeon and enforcer basically get risk free abilities. Obviously, some of that is arguable. Medics drone marking time is too short for example but you don't get immediately marked and shot for a using it.Originally Posted by PlayingOnMySofa Go to original post
Also, these specific abilities are team supporting, not for personal gain. So they should be rewarded not punished.
for me, a lot of the imbalance in the game is due to a mixed player base (elite vs. average), if the players were limited to their skill level, there would be a more natural learning curve and less balance issues since both teams can pick the exact same characters / skills.
i find the best games are when the players (skill wise) are equally matched, the determining factors are decision making (tactics) and gun-play, and less so the skills of the characters (to a certain degree)
(opinion only)
i dont like any of the suggestions but it is your opinion and you are entitled to it - i dont see much hope for any of it though as the major focus on this game has been whatever they want as Tactical Barbie Cosmetics , i mean GR Reddit requests.Add that to the fact the next update is supposed to be in March, lol March bruh... (not coincidentally the same month Division 2 launches) damn ubi just gets better at showing they just don't care about the Ghosts.
I for one would like to see actual proof of someone over there playing this game