Actually making it where you cant melee Castle barricades isn't over powered it is balance, why reward a team for making mistakes?Originally Posted by feffreyfeffrey Go to original post
Actually, yes it is. The proposed ideas are "melee shouldn't break it at all, and breach charges should take more than one."
Castle's utility, IMO, is to prevent the attackers from just spraying through barricades and killing people on site. Not some DemiGod with barricades that can take the force of the sun and still be found standing
They need to work as a team more doing as I suggested makes both teams work together more
How does it make both teams work together more? "Guys Castle was buffed, quick! We need to cooperate!"
It doesn't do anything but make a mediocre operator go straight to OP
Why should Meele break it, when you have a breaching charge for a reason that would destroy it immediately?
Why should attackers be rewarded for not being prepared? You still have multiple other ways to destroy a castle barricade.
It will make both sides work together because now he is useful and his barricades will be reliable
Now you can properly defend with a mirror deny a room and hatch with teamwork
Attackers now have to bring in OPs to handle castle rather than everyone countering him using no utility and waste no time
More like, "Quick guys, stop picking Capitao, Monty, Glaz, Dokk, or any gadget other than breach charges!"Originally Posted by DroneYoinker Go to original post
Neither the attackers nor the defenders should ever have to work that hard to deal with one enemy operator, especially one who can set up all his utility in the prep phase.
Yeah he got impacts and that's itOriginally Posted by Bogdanov89 Go to original post
So Defenders shouldn't be able to reinforce anymore? Cause you know that is incredible hard to beat? You know you gotta be prepared to deal with that but hey a tactical game shouldn't take tactics to playOriginally Posted by NATural22cHANce Go to original post
There's always doors and windows, unless Castle gets buffed the way you're suggesting, in which case certain ops will have literally no way to enter many objectives.Originally Posted by feffreyfeffrey Go to original post
And I don't feel like there's anything "tactical" about reducing players' choices and options to attack the site by doing nothing more difficult than picking a certain op and holding the gadget button 3 times in the prep phase. Yeah, real tactical, great teamwork.
If you don't bring a hard breacher do you open up reinforcements? Who fault is that ? Work togetherOriginally Posted by NATural22cHANce Go to original post
You missed my point.Originally Posted by feffreyfeffrey Go to original post
You never HAVE to open up reinforcements. You never HAVE to do anything. You can win rounds with recruits, you can win 1v5s, you can win with communication, you can win with randoms, heck you can even win rounds without killing anybody. That's what makes the game fun, IMO. If you buff Castle the way you've suggested, there will be sites you will HAVE to bring certain things to be able to even touch the site. And that would just wreck the game (again IMO) if defense HAS to bring Castle and ops to help him and attack HAS to bring ops to deal with him, and they lose as soon as those ops die.