» Thu Aug 05, 2010 10:12 am
I can't believe it. Honestly, really? A fatigue meter? On a game whose big mechanical feature is Movement, you want something to limit it? Perhaps you missed the slogan "Freedom of Movement" or how the devs are always applauding (justly I might add) the SMART system. Oh no, but someone might run away...well.....duh? Its the whole trade off deal. A light goes up against a Medium, the Light is at the disadvantage in weapon power and health, so if he fails to take him down quick, yes he runs away faster than the Medium can keep up. Same with a Medium against a Heavy, or Light vs Heavy. Why? Because this game isn't about kills, its about objectives. Its about roles in combat, working as a team.
Enemy team plant the bomb and have to guard it for 40 seconds. 2 Mediums are guarding it while waiting for reinforcements. Your team has 2 lights, they have 2 choices. Try to take out to two mediums and pray to Splash Damage your team backs you up before the enemies arrive and mow you down. Ooooor, run past the bomb and ambush the reinforcements, giving the rest of your team time to get there and take out the mediums and defuse the bomb and plant their own.
Now throw in that fatigue meter. Guess what, you now have one choice. 2 lights vs 2 medium. Bad odds my friend. Fatigue meters work in some games. Not this kind. Movement is everything, it brings a variety in tactics you don't find in other games because they don't have the mechanics for it. This game is different because of its unique take on combat mechanics and it shouldn't change that simply because your enemy might run away and you don't get your kill. Objectives come first, not kills.