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I resort to basic ♥♥♥♥ posting if a topic has nothing of substance. However, let me get serious for a moment and explain the need for the changes. There are three core elements to TRS1/2:
- Co-op. You have a team of up to 8 people that need to cooperate and coordinate their actions.
- Survival. You start with limited resources and have to scout the map effectively to find more and manage them through out the match.
- Strategy. A team without a plant to do missions, find resources, manage biomass and deal with high threats will fail.
If a particular class starts vastly outperforming other classes, especially, specialist classes you have a problem with strategy and coop elements as it remove the need for people to coordinate and fill roles. If a class can produce limited resources you reduce the need to loot the map and ration supplies. If a specific class combo vastly outperforms all other possible combinations in terms of damage and survivability you limit the strategy aspect of the game and viability of alternative playstyles as well as experimentation.
Prior to 3.0.0
- Seeker mines(exclusive to recon) vastly outperformed anything else in the game in terms of armor shred you rarely saw demo/heavy taking that role. And that's on top of huge aoe damage, seeking enemies beyond visual range, dealing no team damage and providing debuff to enemy resistances. On a 10s cooldown.
- Ammo generator(exclusive to engineer) created so much ammo you often had surplus at the end of the mission. The skill was so effective you'd see engineers take nothing but optimizers and ammo gen and create an ammo surplus through the mission. I literary forgot how to loot the map.
- Without the need to ration ammo gun focused team compositions became the dominant strategy. It's much easier to get buffs for gun damage and debuff enemy kinetic res, guns offer both damage and control via suppression-stun mechanic.
I hope you can see now how those skills violated the game core principles and required a change. Seeker mines are still good for damage and debuff but no longer an all rounder that hinders the use of demo/armor shredding abilities of other classes. Jump jet/ammo combo on engi is still doable but not as effective. Both skills have their uses like providing special ammo on demand or repositioning the entire team but don't steal from alternative strategies. Guns are still dominant in terms of DPS but cannot act as a sole source of CC and require complementary skills and team coordination. Most importantly drastic changes like this force people to leave the comfort zone and start experimenting with builds.
You've played the game since release(or even the beta version) and should understand that experimentation, cooperation and surviving against the odds is what made the game fun and brought people together to play it. Not the jump-jetting ♥♥♥♥ while the team afks on overwatch and one recon spams a single button. If you don't I will have to resort to ♥♥♥♥♥♥♥♥♥♥♥ again.
It places and functions like a Safe Zone, but it needs engi-juice to charge (otherwise absurdly slow charge over time). You can only have one (UBAS rules). When fully charged, it calls in a pair of the Recon orbital gatling that rotates around it at a fixed distance for a short time (Maybe max level gives rotating Elpida Beams instead). Then a DropPod slams into the pylon destroying it and spitting out a Supply Crate that is MOSTLY primary ammo packs with rare secondary/satchel/medkits in the loot table.
A more boring fix would be to have a skill that just gens a SZ for the Engi, lol.
Then you have ammo gen for mobility, but you have to build for it to use it as team ammo, and a solid reliable resupply, but it takes time and you have to hold to get it. Seems like a decent balance.
you have such a lack of self-reflection that you don't even realise how idiotic you act in front of others and then justify it with the lack of substance of the topic. why do you even write in here if this topic is insubstantial for you, don't you have anything better to do?
you repeat yourself.
just because someone out of 25 remaining players is playing some cheesy builds with optimiser modules is that justified now, such a thin argument, just silly. the skill was not touched for years because it was never op.