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What the hell are u saying bro
Casual players aren't playing each of the classes at a deep enough level (or have enough unlocks) to learn the balance of the classes. The casuals are upset lights die too fast.
Ranked players are realizing how important it is to stick as a team and double down on objective defense. This is something light just isnt designed to do as well as the other classes, hence why no one plays light in ranked. The ranked players are upset lights aren't viable on objective.
Meanwhile the heavy keeps getting further and further nerfed and is quickly becoming all support and little combat, the exact opposite of the light class that people are screeching is underpowered. Devs are coming to the conclusion that heavy is the issue with seriously flawed logic.
If lights are so bad they aren't viable on the primary game mode, is that not indicative of a problem with balancing?
How are you going to be like "ah yes, people are upset this class is absolutely terrible compared to the others, but also they shouldn't think it's a balance problem"?
Because noobs don't understand how to counter lights and they are always crying about it
First off. Ranked is not the primary game mode. I'd assume *casuals* would flock toward the *casual* modes of Quick Cash and Bank It - which makes them the primary mode.
Second off. Realistically, what is gonna be done to light to make them 'viable' in ranked but not 'overpowered'?
They already have some of the best damage in their guns, some of the best mobility. Is the devs just supposed to tack on extra health? To uselessly give them a defib for no reason?
Realistically. The problem with lights is the playerbase themselves. They don't understand or *try* to work around the risk. They go in, get killed and become an inconvenience to their team (in ranked especially).
Ambushing/Surprise in that they're the first to get an attack off, meaning the opponent has to scramble together a reaction to return-fire. But if they're already interacting with another opponent or a cashout, they're likely to take more damage.
Mobility in that - they're literally the most mobile class on the individual level. They're able to swoop in, and get out. Meaning they are *functionally* the best to grab bodies out of a combat area and pull away to somewhere to revive. *Functionally* the best at those ambush/surprise tactics.
Because to me, this is an issue of players and their mediocrity. The suggestions I've seen just turn light into Medium-lite, which in itself isn't balanced.
The flamethrower is fine. There's no issue.
Disagree, as a heavy its the one weapon I never use. Extremely circumstantial weapon.
And I disagree to your disagreement.
I've wiped entire teams with the flamethrower. I've melted up to 2 lights in a row ganging up on me. I've beat Melee players. Shotgun Mediums/Heavies. I've gotten myself into every type of situation.
The flamethrower serves its niche perfectly. It's a close-ranged easy-to-use weapon that provides *something* over a player using the typical LMGs/Shotgun.
Doesn't matter if *you* don't use it. It's just *you* don't find it useful - but that doesn't make your opinions about it a good one.
Heavy is also uniquely able to close gaps without taking damage since he has Dome and Mesh Shield (or with a little bit of damage by JUGGERNAUT-ing through walls with Charge). On a normal map with indoor cashouts, you're only at a disadvantage during rooftop shootouts, which you have no obligation to take part in outside of an RPG/Nuke/Frag throw.