Way too strong.....

Post » Sun May 01, 2011 6:45 pm

Solider opens fight with a max upgraded shot from his UGL. That should put things in his favor. The faster grenade cool down time and the damage/blast size increases make high level soldiers pretty damn dangerous. The Kevlar means that they only need 2 boosts (damage buff and health buff) to be equal to everyone else who will need 3 (and for an Engineer to get Kevlar you'll need a 2nd Engineer to give it to him). Soldier + Engineer + Medic squad has an advantage over any equal sized combination of Engineers/Medics.


Edit: Its a team game people, why in the world are you talking as if its a free-for-all with unbuffed soldiers running into weapon buffed engineers (wouldn't the kevlar bonus mostly cancel the weapon buff bonus?) or health buffed medics?

The numbers favor the engineers/ medics, and that's whats bugging me. In a competitive clan scrim there would not be a disadvantage for the soldiers, they would simply be on even, or slightly better then even due to the kevlar/armor piercing rounds situation. But in a public game, where it is quite likely that you will not be buffed, soldiers are at a disadvantage to less combat oriented characters. That is my concern. As well as my feelings the the double buffs are overkill in general.
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Philip Rua
 
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Joined: Sun May 06, 2007 11:53 am

Post » Sun May 01, 2011 8:51 pm

I had a friend visit yesterday and watched him play as a Soldier, he's rather good at it. He ran into a group of 4 enemies. Flashbang, Frag, Molotov - blind the enemy, get a grenade in their formation, then use the Molotov to knock them down so they don't run from the grenade. Three enemies down, a burst of SMG fire to finish off the last one, and he took less than a pip of damage.

I'd say Soldiers can handle themselves pretty well if you use them right. And as team support, they're even more deadly - Flashbang blinds enemy team, they're going to struggle to do anything for the next couple of seconds.
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Sabrina Steige
 
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Post » Sun May 01, 2011 3:39 pm

I've never felt underpowered with my Soldier or that I was at a disadvantage in a fight. Opening with a killer grenade or a flashbang gives a distinct advantage. Never having to worry about running out of ammo once I've been buffed (unlike everyone else) is also pretty sweet. All the engineer/medic has to fight with is their gun, their limited number of clips, and the rare grenade (since they take so much longer to cool down), the Soldier has more options and its silly to ignore them when talking about 'the numbers'.
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gemma king
 
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Post » Mon May 02, 2011 3:36 am

Flashbangs=10 seconds of fish in a barrel. I love Flashbangs. You hit a group with a flashbang and you have the right weapon in your hand and you can mow down the whole group without taking much in the way of significant damage. Soldiers may not have the damage buffs of an engineer, but if played right and played to their strengths then they can be a powerhouse. I also usually cook my frags on the run. It takes a bit of practice to get used to the timing, but once you do you'll be dropping people left and right.
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Brandon Bernardi
 
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