Yea, but you cut off reliability to deny breachers (or Fuse) to the room if you can shoot their feet. If the panels go all the way down, then you give free charge to anyone on the other side to make position.Originally Posted by feffreyfeffrey Go to original post
He's fine, and I don't think you read many Castle threads given your unrelenting position on the matter. He could use a 'mild' adjustment, but not anything as sever as what's been suggested in this thread (again).
Not if you aren't stupid and coordinate with your team "Mute-Castle" then no Fuze no Breach unless you have a sledge or Ash.Originally Posted by WBBCoop Go to original post
Impact Grenades(on both sides), taking more than one shot to destroy? That would be okay since their explosions are less damaging than normal frags.
But making gadgets specifically made for breaching still take two? No.
This just kinda seems OP as you have taken away one way of breaching entirely, while critically nerfing the other way of breaching.
I think the whole Castle debate simply comes down to the fact that not all gadget designs can be balanced against each other perfectly, no matter how hard you try. I mean if you think about it, they do a really good job with what they have. It's just really hard to make the guy who catches grenades equal to the guy who catches drones and the girl who thows cameras and the guy with mustard gas and the guy with the bulletproof doors, etc.
Obviously operators don't need to be perfectly "equal" to be balanced, but some concepts simply don't work and the only ways they can be made more viable risk making them very op. I would put ops like Blackbeard, Lion, Jackal, Montagne, Glaz, and Blitz in that group as well, as those guys walk a very fine line between garbage and op. Note that I'm only talking about their primary gadgets. (And I just noticed I didn't list any defenders, oh well)
The thing is guys I think we can all agree the castle does absolutely nothing stop a hard fast breach because his barriers in essence are paper tigers.
A lot of people don't like my idea of making barriers melee proof but I think it would actually make rounds more interesting and force attacking forces to be mindful of their breaching ops.
The comment I've read most was well if the attackers breach ops get killed then they are essentially guaranteed a loss and it's true but truthfully guys how many operatorsndonwe currently have in game that have either explosive charges or s gadget that does the same thing?
It takes what now due to breaching charges buffed deployment speed like 3 seconds to deploy a charge from placement to detonation and I don't see why some of yall don't think a 2 explosive breach or 3 hammer swing to defeat Castle barricades is an acceptable buff.
The problem lies in with Shift+W 3 speed mains who wanna simply hit hard before defense has a chance to position for a breach and currently items like Lesion traps and Barbed wire do very little to slow down and deter a cold hard rush and while attackers have 3 minutes to take down an objective defenders have a lot less time to fortify we spend most all of the prep reinforcing with barely time to deploy our gadgets.
With the state of the game and the huge increase in ops Siege really needs to start looking at the prep phase and that the fact is defenders are facing far more threats and against these Leroy Jenkins players and that there isn't an op currently that really can stop a suicide breach dead in its tracks before it hits.
We've still got a lot of maps in ranked that are totally broken when it comes to defense having simply too many soft breachable areas in very close proximity to objective a good example of this would be the areas upstairs Skyscraper near the conference rooms.
Yes I know the point of Lesion traps and such are to slow an attack but they don't even deter it in most cases defenders running through 2,3,4,5 Lesion traps and Barbed wire still able to make a point on headshot with little to no effort required.
Fact is guys you can hate me for this post that's fine but honestly and truthfully in my heart I think until Ubi can sort out these map reworks so they can take place tweaking Castle would be a temporary solution to a much bigger problem.
Anyway.... Hopefully my poorly written post will reach a few out there that get my position on Castle
RayTheon the thing is you're listening to Casual only players, who doesn't understand balance and being useful.
Castle is 100% useless right now in bomb he has only 3 panels and they absolutely can't be used late game in high ranks.
At best they'll slow down a rush by allowing you to know where they're at.
Which is a job for lesion .
Making Castles Melee Proof and cover the entire door will make him very useful and balanced. He will have synergy with
Mute, Kaid, Bandit, Mira generally any operator holding down a specific spot.
It should only take one Sledge hammer Shot and one Ash breaching round. One grenade aswell
If a Castle can deny drones and combined with Mute can deny any breaching charge or Fuze.
Add Kaid into the equation deny hatch plus drones. They can hold down laundry room very well and can even hold down kitchen.
Shooting under the castle only works on stupid Silvers. Currently I melee castles at an angle that I can't be shot at or I'll just coordinate with my team to push him from behind. Or nade him.
Some even impact and C4 the castle
I agree making it melee proof and cover the door will make him useful and he will have less counters then.
I see castle suprsingly much in ranked and we use him too often. Hes pretty good but castle needs coordination. Castle is really situational, on some sites hes really strong.Originally Posted by feffreyfeffrey Go to original post
1. Melee proof is OPOriginally Posted by Raytheon... Go to original post
2. 2 breach charges? Thats OP
ExactlyOriginally Posted by VDubnub88 Go to original post
You've taken away one venue for breaching while critically nerfing gadgets that are specifically meant to breach soft surfaces.
Actually making it where you cant melee Castle barricades isn't over powered it is balance, why reward a team for making mistakes? They need to work as a team more doing as I suggested makes both teams work together moreOriginally Posted by DroneYoinker Go to original post