Way too strong.....

Post » Mon May 02, 2011 1:38 am

No I don't know if it's just me, but after awhile it seems that every one's too strong. It seems that who ever shoots first wins. No matter what gun you have.

IS IT JUST ME???
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Hannah Whitlock
 
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Post » Mon May 02, 2011 12:55 am

Yeah, probably. I'm a light character and I don't die whenever I'm shot first.
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Bedford White
 
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Post » Sun May 01, 2011 1:13 pm

I have noticed the formula for this game...

get a weapon buff, or else it will take forever to kill people. and make sure you get a health buff, because chances are the other guy has a weapon buff.

i like the idea of buffs, but right now if you don't have the buffs you are pretty much completely screwed, especially if you aren't using some of the more OP guns
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zoe
 
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Post » Sun May 01, 2011 11:23 pm

Thanks fellas
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Luis Reyma
 
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Post » Sun May 01, 2011 1:11 pm

You don't even need buffs. The main point is just playing smart, even if I'm caught with my pants down its possible to slide around enough to get into some cover and hopefully finish off the other guy. One of the most underused parts of the game I notice is the ability to lean out of cover which definitely helps in a fight.
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Neko Jenny
 
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Post » Sun May 01, 2011 3:28 pm

coughCARB-9cough

:)
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Veronica Martinez
 
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Post » Sun May 01, 2011 9:21 pm

Yes i use it often
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Elena Alina
 
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Post » Sun May 01, 2011 1:40 pm

Coming from a full-fledged Engineer... the IWB (Improved Weapon Buff), is quiiitee nice with said gun... :gun:

It's the new "IT" thing... _._
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luis ortiz
 
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Post » Sun May 01, 2011 4:53 pm

I'm still better with a Galactic, myself.

It's all about learning what works FOR YOU, and doing that as well as you can.

Experiment with EVERYTHING... And go back and try again after a while, see if something else suits you better after you've learned new tricks - sometimes they'll turn a previously decent gun into a powerhouse.

Brink emphasises varied playstyles. Do what you do well.
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Iain Lamb
 
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Post » Sun May 01, 2011 1:50 pm

I have noticed the formula for this game...

get a weapon buff, or else it will take forever to kill people. and make sure you get a health buff, because chances are the other guy has a weapon buff.

i like the idea of buffs, but right now if you don't have the buffs you are pretty much completely screwed, especially if you aren't using some of the more OP guns


I have to agree. The buffs, especially the upgraded versions, seem more like an overwhelming advantage, rather than the tactical edge I expected. The biggest problem with this is it eliminates the soldiers combat advantage. I mean, everyone else can get the kevlar anyways, so what difference does it make? An engineer will beat a soldier in a strait on firefight, as will a medic, they're simply stronger in combat. Since soldiers don't have any special abilities aside from molotovs( flashbangs are really not that useful), this basically makes them useless for anything except resupplying and knocking people down every 20 seconds. I had the impression that soldiers were supposed to be the most effective character on their own, yet both medics and engineers are more powerful. Give soldiers an actual unique combat buff, because right now they're just walking ammo dumps.
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trisha punch
 
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Post » Mon May 02, 2011 4:58 am

It's all about learning what works FOR YOU, and doing that as well as you can.

Experiment with EVERYTHING... And go back and try again after a while, see if something else suits you better after you've learned new tricks - sometimes they'll turn a previously decent gun into a powerhouse.

Brink emphasises varied playstyles. Do what you do well.


This. Very little in game is "too strong" or "better", but each gives an edge to players that play the way the weapons and abilities are intended.

I have to agree. The buffs, especially the upgraded versions, seem more like an overwhelming advantage, rather than the tactical edge I expected. The biggest problem with this is it eliminates the soldiers combat advantage. I mean, everyone else can get the kevlar anyways, so what difference does it make? An engineer will beat a soldier in a strait on firefight, as will a medic, they're simply stronger in combat. Since soldiers don't have any special abilities aside from molotovs( flashbangs are really not that useful), this basically makes them useless for anything except resupplying and knocking people down every 20 seconds. I had the impression that soldiers were supposed to be the most effective character on their own, yet both medics and engineers are more powerful. Give soldiers an actual unique combat buff, because right now they're just walking ammo dumps.


First, the Molotov and the Frag grenade bonuses that the soldier gets give them a large edge in a particular type of play, but add to that the Kevlar (yes anyone can get it if an engineer is passing it out, but the soldier has it without effort) and the armor piercing rounds and you should have a substantial edge in single combat, provided you're using the right weapon for you, as well as becoming a nightmare when grouped with even a small team.
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Ownie Zuliana
 
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Post » Mon May 02, 2011 4:26 am

I find the best way to play soldier is to stick to cover like its magnetic, and be constantly popping in and out and sliding all about.

If I do that, with the fact that I can resupply myself - and heal under cover - I'm generally in the fight for a looong time. If I'm up on my game it takes a good operative to beat me on kills or points.
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lucile
 
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Post » Sun May 01, 2011 8:04 pm

I have noticed the formula for this game...

get a weapon buff, or else it will take forever to kill people. and make sure you get a health buff, because chances are the other guy has a weapon buff.

i like the idea of buffs, but right now if you don't have the buffs you are pretty much completely screwed, especially if you aren't using some of the more OP guns


Default engineer buff is 18%. Improved Weapon Buff is 31% damage increase. An Improved engineer buff increases damage by a little less than a third. That is a lot, but I would say tactics are far more important. On average, you are certainly at a disadvantage against an opponent with the Engineer buff, but not to the point that they are guaranteed to win in a duel, or even that beating them in a duel is particularly hard. If the other team's engineers buff the entire opposing team, and yours just selfishly use buffs on themselves, then your team as a whole is probably screwed.
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Ron
 
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Post » Sun May 01, 2011 8:00 pm

That's the beauty. You dont NEED buffs to kill people (certainly not lights) but it does help. A 3 man team all buffed will beat a 5/6 man team of regular players easily in a straight up fight, but if the unbuffed team begin the shooting match by shooting enemies in the back the time it takes for them to turn round negates the buff. The balancing is pretty decent. The only flaw to that is you cant tell who's buffed and who's not before you take a load of damage...

To get around that you just have to make the decision whether it's best to assume they're regular and do as much as you can, or assume they're buffed and play smarter. Usually down to the urgency of the objective.
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He got the
 
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Post » Sun May 01, 2011 7:23 pm


First, the Molotov and the Frag grenade bonuses that the soldier gets give them a large edge in a particular type of play, but add to that the Kevlar (yes anyone can get it if an engineer is passing it out, but the soldier has it without effort) and the armor piercing rounds and you should have a substantial edge in single combat, provided you're using the right weapon for you, as well as becoming a nightmare when grouped with even a small team.


Yes Molotov is useful, but the frag bonuses are not, frags take a long time to explode, and generally you die before you throw it if you try to cook one. Armor piercing rounds don't do anything except bypass the 10% damage reduction of players buffed with kevlar. Btw kevlar = 10% damage reduction. Improved engi buff is 31% damage increase. engi > soldier for strait fire fight, this shouldn't happen, since engineers can serve other purposes, such as setting mines and turrets. So yea, it's hard to argue that soldiers don't get the short end of the stick.
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sam westover
 
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Post » Sun May 01, 2011 5:41 pm

I'm still better with a Galactic, myself.

It's all about learning what works FOR YOU, and doing that as well as you can.

Experiment with EVERYTHING... And go back and try again after a while, see if something else suits you better after you've learned new tricks - sometimes they'll turn a previously decent gun into a powerhouse.

Brink emphasises varied playstyles. Do what you do well.


same here but i actually use the galactic as my secondary
first choice though is always my faithful baulpdaun get the job done right!
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Madison Poo
 
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Post » Sun May 01, 2011 10:44 pm

Kevlar + weapon buff (upgraded version) + heavy with a MG = Tank of doom. Seriously, it takes forever to kill one of those. Put one near an objective and no one will kill him. They'll slide tackle and throw nades but it won't work. Especially when his team is near. My friend tried that and that's how I found out. :spotted owl:
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sam
 
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Post » Sun May 01, 2011 5:20 pm

Yeah, I found that at lv15+ the enemy ai started to oneshot and rush your spawn.
Also your team ai seems to lose track of what they should be doing ie. when right next to a primary objective that their class can complete, they decide to run away and try to capture a command post.

At the moment i'm using a Galatic SMG and a Balpdawn SMG, mainly cuz I love SMGs and these two (in my opinion) sound and act the best.
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Dina Boudreau
 
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Post » Mon May 02, 2011 1:57 am

Yes Molotov is useful, but the frag bonuses are not, frags take a long time to explode, and generally you die before you throw it if you try to cook one. Armor piercing rounds don't do anything except bypass the 10% damage reduction of players buffed with kevlar. Btw kevlar = 10% damage reduction. Improved engi buff is 31% damage increase. engi > soldier for strait fire fight, this shouldn't happen, since engineers can serve other purposes, such as setting mines and turrets. So yea, it's hard to argue that soldiers don't get the short end of the stick.


I disagree. The frags are good and the bonuses make them that much better. The negation of the kevlar with AP rounds and the Kevlar together is a 20% difference between the soldier and an enemy wearing the kevlar. The Engineer isn't supposed to be able to self buff the second level of his weapon buff or use his own kevlar vest, so I don't see how that gives him an advantage (assuming it works how it is supposed to).

I see value in the soldier over the engineer for some and the engineer over the soldier for others, it comes down to the player and what they do. I'd rather use my time and pips on grenades when it comes down to a fire fight, while the engineer is certainly at an advantage when he can setup his defenses.
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rolanda h
 
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Post » Sun May 01, 2011 2:45 pm

lol u guys just need 2 GET GUD!!! haha i hav almost all my soldiers abilities and all r very useful. i really dont c buffs as 2 big of a deal i go unbuffed all the time as a soldier/light body the key element of gunplay in this game is... wait 4 it.... waaaaiiiit 4 it.... MOVEMENT!!!! yes movement i kno it sounds cliche but u gotta b SMART & use the smart engine 2 your advantage. think about it the only time u cant use yur gun is wen yur climbing other wise u can b blasting away u just gotta outSMART yur opponents and ALWAYS b on the move especially wen shooting meaning movement from side to side, sliding, jumping/hurdling objects, jumping from wall 2 wall hell u can even shoot while yur droping down on sum1 from above (this also helps with your aim in the long run). once u master these techniques u can down multiple opponents in a split second with ease yes buffs are useful but what r u gunna do wen u come across an opponent that u cant even touch ;) light bodys rule :b
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Emma Louise Adams
 
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Post » Mon May 02, 2011 12:52 am

I disagree. The frags are good and the bonuses make them that much better. The negation of the kevlar with AP rounds and the Kevlar together is a 20% difference between the soldier and an enemy wearing the kevlar. The Engineer isn't supposed to be able to self buff the second level of his weapon buff or use his own kevlar vest, so I don't see how that gives him an advantage (assuming it works how it is supposed to).

I see value in the soldier over the engineer for some and the engineer over the soldier for others, it comes down to the player and what they do. I'd rather use my time and pips on grenades when it comes down to a fire fight, while the engineer is certainly at an advantage when he can setup his defenses.


It's only 10% difference with the ap/kevlar. The soldier simply gets a 10% damage reduction that the other doesn't. weapons buff of 31% is much greater than a damage reduction of 10%. Same with the double health buff, though i'm not sure exactly what the numerical difference is.

To the one talking about the light soldier using movement... We'll aren't you helpful, i was talking about stats, and i don't know if it occurred to you but a light engineer can in fact move just as fast as a light soldier. Thus we're back to the stat difference which i've already had to explain... twice.
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Jack Moves
 
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Post » Sun May 01, 2011 10:28 pm

It's only 10% difference with the ap/kevlar. The soldier simply gets a 10% damage reduction that the other doesn't. weapons buff of 31% is much greater than a damage reduction of 10%. Same with the double health buff, though i'm not sure exactly what the numerical difference is.


Sorry, my brain went somewhere while I was working on that and I lost my train of thought.

It still doesn't make for the difference between an engineer and soldier in battle because the engineer can't use his own kevlar or level 2 weapon buff. But an Engineer can buff a soldier carrying AP rounds who then get's the damage bonus and negates the kevlar bonus. Engineers don't get the in battle bonuses just like medics can't take advantage of all their extra stuff.

And whether or not you can use the frag grenades does not define their usefullness to others, or their in battle advantage when used properly.

This is the same basic issue that so many other weapons/abilities/classes are being subjected to all over the forum; different things work better for different people. Just because something doesn't work for one person who is using it one way does not mean it won't work better for someone else using it another way.
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Danny Warner
 
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Post » Sun May 01, 2011 3:20 pm

Sorry, my brain went somewhere while I was working on that and I lost my train of thought.

It still doesn't make for the difference between an engineer and soldier in battle because the engineer can't use his own kevlar or level 2 weapon buff. But an Engineer can buff a soldier carrying AP rounds who then get's the damage bonus and negates the kevlar bonus. Engineers don't get the in battle bonuses just like medics can't take advantage of all their extra stuff.

And whether or not you can use the frag grenades does not define their usefullness to others, or their in battle advantage when used properly.

This is the same basic issue that so many other weapons/abilities/classes are being subjected to all over the forum; different things work better for different people. Just because something doesn't work for one person who is using it one way does not mean it won't work better for someone else using it another way.


Yes an engineer can use their own level 2 weapon buff, don't know why you'd think otherwise. I'm just saying that being the class that is strictly combat and having a disadvantage against 2 of the 3 other classes is somewhat ridiculous. Do I think soldier's are enormously underpowered? No. Do I think this should be a top priority for splash damage to get to? No, there are more important issues, even more important balance issues.
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Lifee Mccaslin
 
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Post » Sun May 01, 2011 7:38 pm

I have to agree. The buffs, especially the upgraded versions, seem more like an overwhelming advantage, rather than the tactical edge I expected. The biggest problem with this is it eliminates the soldiers combat advantage. I mean, everyone else can get the kevlar anyways, so what difference does it make? An engineer will beat a soldier in a strait on firefight, as will a medic, they're simply stronger in combat. Since soldiers don't have any special abilities aside from molotovs( flashbangs are really not that useful), this basically makes them useless for anything except resupplying and knocking people down every 20 seconds. I had the impression that soldiers were supposed to be the most effective character on their own, yet both medics and engineers are more powerful. Give soldiers an actual unique combat buff, because right now they're just walking ammo dumps.


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?
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Isaiah Burdeau
 
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Post » Mon May 02, 2011 2:30 am

Yes an engineer can use their own level 2 weapon buff, don't know why you'd think otherwise. I'm just saying that being the class that is strictly combat and having a disadvantage against 2 of the 3 other classes is somewhat ridiculous. Do I think soldier's are enormously underpowered? No. Do I think this should be a top priority for splash damage to get to? No, there are more important issues, even more important balance issues.


At some point we were told that the level 2 buff wouldn't be a self buff, but I haven't played with it since release.

And I'm saying you're wrong about the soldier having a disadvantage against those two or three other classes. Your entire argument hinges on grenades being useless, as that is the soldier's key set of offensive abilities.
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Elle H
 
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