Ops should stop hack boxs

Post » Wed Sep 01, 2010 11:45 pm

ops r the only class that cant stop an objective happening

engi defuse hack box, defuse he charge
medic heal escort if down
soldier destory thinks with he charge
ops stand there and go ah [censored] *boom*

it makes sense that the class that puts the box up and use a pda to work it defuse it with a pda, not just point a blow torch at it and hope for the best like an engi

soz for my abbreviations
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Lawrence Armijo
 
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Post » Wed Sep 01, 2010 10:13 pm

High level Ops get EMP grenades.

Slows down hacking, HE charges, disables turrets and mines, and wipes enemy radar.

And how do Soldiers stop an objective? They can't reverse an Engineer's repairing of a primary objective by blowing it up. That would make sense, but it doesn't happen. And Medics don't get to undo anyone's work on objectives. Should they give Medics a "Suicide Pill" they can hand out to escort people that makes them automatically incapacitate themeslves?

If they were to change things (and I hope they don't), the only objective I think Operatives should counter is the HE Charge - Op vs. Soldier is more interesting than Op vs. Op - same reason so many Op and Engineer abilities interact - the two mess with one another's abilities and objectives regularly. Why not drag another class into the mix?
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Symone Velez
 
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Post » Wed Sep 01, 2010 8:55 am

dont mind just give them something i feel useless beyond mucking with the other team
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claire ley
 
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Post » Wed Sep 01, 2010 8:50 pm

Mucking with the enemy team well is anything but useless though - hitting someone with a Sticky during a firefight will freak them out (especially if you're doing it straight out of digsuise), and Caltrops in the right place will rake in XP and severely bunt enemy attacks - I'm a big fan of planting them in front of primary objectives or CPs and using them more as a warning system so I know when to head back there with a sticky and a lot of ammo. Knowing they're going for the CP before they get there is a pretty useful advantage.

I honestly don't think Ops need anything more than we already get.
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Dragonz Dancer
 
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Post » Wed Sep 01, 2010 7:58 pm

i dont no y but sticky out of disguise seems to equal milisecond head shot for me it is truely ridiculous
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CSar L
 
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Post » Wed Sep 01, 2010 9:58 am

i support the idea, it makes sense to let the Op stop hack boxes.
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lolly13
 
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Post » Wed Sep 01, 2010 7:27 pm

dont mind just give them something i feel useless beyond mucking with the other team


Ops aren't meant to be a heavily played class, since there is rarely much they do on the front lines, most of its just interference with the other team, which is why it is good if you don't have more than two or so playing as them on your team, unless theres an objective of course.


i dont no y but sticky out of disguise seems to equal milisecond head shot for me it is truely ridiculous


You playing against the bots? If so then thats just how it works, apparently when SD told us bots it was short for "aimbot," I have the same problem too.
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Sudah mati ini Keparat
 
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Post » Wed Sep 01, 2010 6:45 pm

dont mind just give them something i feel useless beyond mucking with the other team

U sound like a kid really. First u try to give some reasons why u think Ops need to stop objectives. Somebody counters it pretty well. Now u dont care aslong as u get what u want. Pff nope aint happening. U get to hack stuff, dont like it roll something else.
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Jessica Lloyd
 
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Post » Wed Sep 01, 2010 7:50 pm

Can't ops unhack a box but not remove it?

That seems pretty fair to me, I mean I'm sure theres an engineer on your team somewhere.

Yeah, its called teamwork, getting a teammate to do something you can't. svcks don't it?

:shifty:
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Elizabeth Lysons
 
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Post » Wed Sep 01, 2010 9:42 am

Mucking with the enemy team well is anything but useless though - hitting someone with a Sticky during a firefight will freak them out (especially if you're doing it straight out of digsuise), and Caltrops in the right place will rake in XP and severely bunt enemy attacks - I'm a big fan of planting them in front of primary objectives or CPs and using them more as a warning system so I know when to head back there with a sticky and a lot of ammo. Knowing they're going for the CP before they get there is a pretty useful advantage.

I honestly don't think Ops need anything more than we already get.


I agree caltraps are amazing if you place them int he right place. When I am defending an objective I will place them in high traffic areas where the opposing team like to begin there firefight and it rakes in the xp. Not only that but it weakens the enemy for my team to pick off.

I got a question on the sticky bomb. Does it stay where it has been thrown until you throw a new one? I thought it only stayed there until the ability was refreshed like the caltraps.
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My blood
 
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Post » Wed Sep 01, 2010 4:58 pm

Should they give Medics a "Suicide Pill" they can hand out to escort people that makes them automatically incapacitate themeslves?


"Hey, Nechayev, eat this. It'll... It'll make you better, yeah."

*Nechayev slumps over dead*
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Tyler F
 
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Post » Wed Sep 01, 2010 11:58 am

I got a question on the sticky bomb. Does it stay where it has been thrown until you throw a new one? I thought it only stayed there until the ability was refreshed like the caltraps.

It doesn't disappear after the cooldown. But you can only have one out - like turrets and pre-upgrade mines.

Also, with Stickies, if you go down, but take 4 - 5 guys guarding the objective with you, did you really come out that much worse off?
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liz barnes
 
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Post » Wed Sep 01, 2010 11:21 pm

It's all about balance.As it is now,I feel that the operative class is probably a shade better than the rest of them,so adding another skill or ability to that class would just take them over the edge and make them completely OP.
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Louise Dennis
 
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Post » Wed Sep 01, 2010 9:24 pm

It's all about balance.As it is now,I feel that the operative class is probably a shade better than the rest of them,so adding another skill or ability to that class would just take them over the edge and make them completely OP.


I agree they already have some great abilities no need to add more. The class that really needs some work imo is the soldier. They could have been a bit more creative with them instead they basically gave them 2 frag grenades and flashbang grenades and then passive abilities what other classes give as buffs. The class seems a bit thrown together to be honest. It's like they made the class with the base principle of giving out ammo couldnt think of anything else and just threw some stuff in there.
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Austin England
 
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Post » Wed Sep 01, 2010 6:08 pm

I agree they already have some great abilities no need to add more. The class that really needs some work imo is the soldier. They could have been a bit more creative with them instead they basically gave them 2 frag grenades and flashbang grenades and then passive abilities what other classes give as buffs. The class seems a bit thrown together to be honest. It's like they made the class with the base principle of giving out ammo couldnt think of anything else and just threw some stuff in there.


I agree. I love the idea of what the soldier was supposed to be, but they ended up being weak in combat but having a bunch of grenades to annoy the crap out of the baddies. With the power of buffs atm, the soldier only has an advantage in combat if everyone in the server has ALL buffs, including kevlar.

As for the hack boxes? What makes sense doesn't really matter, because shooting the thing would do a better job than an engineer and his blowtorch. Frankly I think the hackboxes should be removable by anyone but progress is saved. You'd think storing the progress remotely would make a lot of sense.
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Sheeva
 
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Post » Wed Sep 01, 2010 5:10 pm

I think Soldiers are classed so they focus on the killing. Engineers are meant to kept busy so their offence abilities are curtailed. Theyre more defence. OP's are meant to be rogue distractions, disguising & flanking at spawn (so much fun!) & capturing command posts. I think it all works nicely when you think about the classes roles.
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evelina c
 
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Post » Wed Sep 01, 2010 1:50 pm

I think Soldiers are classed so they focus on the killing. Engineers are meant to kept busy so their offence abilities are curtailed. Theyre more defence. OP's are meant to be rogue distractions, disguising & flanking at spawn (so much fun!) & capturing command posts. I think it all works nicely when you think about the classes roles.


That would be true if engineers and medics weren't better at killing than soldiers.
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Dawn Porter
 
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