you oversimplify these situations quite a bit, anywhere near point blank and it'll be easy to land a blob, especially versus slower classes
"move and don't make it easy for the enemy to hit you, use cover"
blobs are pretty fast mid-range. as i stated in an earlier post, anyone who's been playing for more than a few months or has played a twitch shooter in the past can be quite the nuisance, even I myself have a fairly easy time hitting people who are trying incredibly hard to outstrafe. blobs aren't exactly thin and a flick of the wrist is all it takes to ruin someone's round, no matter how hard they're trying to avoid getting blobbed. save for bh, of course
tight chokepoints make it even easier for blob domination
Well, if you don't give an enemy any opening to fire a blob at you when you're moving from cover to cover, you'll make your life easier for you. If you know there is a relatively skilled clone player who pops out of corner to try to blob you, just shoot at the corner and strafe to make him think twice about using that tactic. If you know he's gonna try to blob you when you pop out from cover/corner, try your best to fake it so he misses the blob. There will always be advantegous situations/places for blobs but the same can be said for secondary frag nades, ninja pulls or lightning, etc. It's actually these random factors that can get you killed even if you are skilled that make this game so cool and fun to play even after many years.
bouncing pistols, sec nades, sonic nades, conc nades, wookiee charge. bouncing/sonic/wook for rebel exclusives, more than you think, and bouncies are incredibly effective at it, too. simply put I don't think clones should be able to have 9 conc blobs per life, I'd be fine with a reduction of blob amount but again I'm for the rework because it sounds fun to play.
Bouncing pistols aren't such a big problem and they don't actually bypass your defense, since you can deflect them just fine. They work on the principle of "angle of incidence equals angle of reflection" (google translation, but should be somewhat correct) and your only weakness is your back. Just position/move yourself correctly so you don't leave your back open to bounced shots.
Sonic nade can't be used on melee range as it also disables nearby rebel team and in wookiee's case the only defense bypass is wookiee barge, which can be negated by crouching (and in better case also chaining 2-3 yellow swings to kill the wookie) or jumping. Even if you were to take serious damage, if you can kill a melee wook you've done enough of a good job for your team.
hex is a literal god though
Typical 'long distance' use case is currently DotF main or side corridors because of how often that map gets played. The time involved is somewhere between 0.5 and 1.0 seconds as far as I can tell, which certainly supports takuta's claim that Hexodious is a god.
He is superb, but he is (or at least should be) an example for other players to follow and learn from him. Hex basically shows what is possible to achieve in this game.
I'm pretty sure he was saying 'this is good, you can use this instead of blobs', not complaining about it. (Also, to my knowledge, pulse grenades don't remove armor, they only briefly shut down a droideka's shields and an SBD's special defenses - as for ammo, they only lose the current weapon's clip, so if you switch to melee or a less valuable weapon in time...)
Yes, I wanted to point out the fundamental difference between conc blob and sticky pulse nade for this case:
Conc blobs (or even ion blobs for that matter) fly where clone aimed them and there is nothing a sith can do against it except push it in random direction - so there's no real danger for rebel team when clone shoots blob.
On the other hand sticky pulse nade gives the sith it's sticked to the power to decide what to do with it, meaning he can pretty much endanger rebel team if he runs with the pulse nade into a group of rebels.
So even if there is an alternative to blobs on rebel team, it is far more dangerous on close range and far more easier to dodge on medium/longe range.
And also, yes, pulse nades take away all your shield and all ammo in your equipped weapon's clip. Just now I checked changelogs in the "News" section for versions 1.4 up to 1.4.4 and didn't see any change for pulse nades regarding this matter, so I assume it still does take shield away (best way would be to get in game and check it but these days I am on notebook where I cannot play any game).
If I see a clone on the enemy team, I'll make a run for it. Between bouncy pistols and blobs, they have enough long-range anti-Sithness that the only solutions are a strong and effective counterattack or an ambush. (Similarly, bouncing pistol shots can uproot any gunner who happens to be waiting in cover for anything.)
I don't understand the issue with bouncy pistols. I see that to be more dangerous to gunner in cover (i.e. static enemies) than to sith (mainly pop-sniping BH/mando).
10-20 HP, plus 1 HP when the dart hits you. You'd need 5 darts to kill a Jedi on poison alone - 8-10 darts if they're far enough and defended enough that they can meditate most of it off.
Where do you get the 20 hp? I know for a fact that poison darts deal 3 hp damage per second if not meditating. And again, changelogs for version 1.4 to 1.4.4 don't mention any change to poison dart damage.
The first blob that catches me will be followed up on by A: any semi-competent allies the clone might have in the area (including snipers located on the opposite end of the corridor), or B: the clone himself. Even a quick getup leaves a window of opportunity longer than the getup's own animation, and if you happen to be moving when it hits there's a good chance you'll use a non-quick getup simply because you won't have time to react.
Well, team play > solo play. By definition it should not be surprising if you take damage if a group of any size takes on you and you have no sufficient backup.
You're spot on about the "unique" part, though, seeing as nothing else has it. (It's funny that you attribute those arguments to Achilles, though. Not once has he singled its anti-Sith capabilities out, and he seems to focus mostly on the fact that "hit or no hit" is almost exclusively in the hands of the clone.)
I mostly write about conc blob vs sith because there it has the greatest effectiveness (considering it bypasses defense and knocks down).
If you think Blob can be pushed at any distance, by the way, then you have no idea what you're talking about. I will take any person in the world in-game and see if they can push a blob on reaction, they will fail.
By the by, I can assure you, that you cannot push a blob. We can always test this, I'll stand end to end with you on DotF main hallway, and see if you can push a blob on reaction, sound good? I'll even go to EU so you have an advantage.
It's strange that you write pushing blobs is impossible and how you can test it, yet I wrote in my previous post that Hex was doing that to me on regular basis rather easily.
Yet you only have 4 posts. I have seen plenty of pro players complain about blobs, however a lot of 'pro' players also use them quite religiously. Infact several of the top gunners in NA use nothing but Clone/BH. I've seen loads of top tier saberists complain about blobs, I've seen loads of top tier gunners also complain about blobs.
Post count does not tell anything about the person's knowledge and experience. People like me (and I assume Cotton as well) rather spend their time playing or doing some other stuff than reading MBII drama.
Clone has two lives and can have a health/armour pool of 80/80. If we presume a two life clone with CR2, then it has a total health pool of 160/160.
I just want to make a point here where it can be seen and not forgotten: Clone may have 80 shield, but for clone class the armour ability also has different point costs. For other classes the point cost of armor is 0/4/6. I am not sure ATM how many points does level 2 armor cost for clone (I think it's 6 points?), but level 3's cost is 10 points.
No, soldier spam can win against clone spam, but it requires a gimmick to beat a gimmick. Without secondary-nade, Solds stand no chance against Clones. If the Clones have a decent support jedi, then the solds still stand no chance even with frags.
I would actually argue that primary frag nades are more useful here than secondaries.
This again goes back to bad tactics. In what you wrote, rebel team consists of a group of clones and a support jedi. Imperial team conists of only soldiers. Looking at it like at an MMORPG, it's like you are suprised that the enemy team (which conists mainly of damagers and few healers) defeats your team (which consists of damagers only).
If you had solds, the thing you could do would be to get commander so soldiers always respawn nearby and get movement speed and shield bonus, and a sith for lightning or for grenade pushing.
If you can play it right, you can use grenades in a way that the jedi actually pushes them back into his own team, or is not able to push them at all - Just watch some frag videos from older versions.
In tight spaces, the CR2/3 is also extremely strong. The Clone is really only vulnerable at long range, and only against sniper rifles.
In tight spaces, CR2 is as strong as E11, CR3 is stronger, but you are guaranteed that the clone has only one life so you can use frag nade/conc nade/other limited ulitilies without worrying that you waste them.
Also, in tight spaces, pistol 3 is a hell of a lot stronger if you can aim, not to mention pop-EE3-sniping, etc.
1) Clone has a specific role, blobs are a necessary counter to Sith and grant the utility rebs need to assault defended positions.
Counter argument: Clone's role is defined exclusively by the blobs, which is bad game-design.
If clone's role is defined exclusively by blobs, why were you not satisfied with hex's and crusader's idea for adding another weapon which does not use blobs? It is an easy fix for the problem.
I also disagree that they are defined exclusively by blobs. CR3 + stamina + full armor is a pretty powerful build, and I even used to play a CR1 + full stamina + full ammo + full armor build and it was actually quite good as well.
The only thing I believe damaged CR3 + no blob build is that you get minigun when you have CR3 + no blobs. The model looks great, but it actually tells the other team "Hey, I am clone without blobs!" - when there was no minigun, enemies still had to be on alert, because they did not know if you do or do not have blobs, which made playing no-blob cr3 clone more appealing.
2) Clone has always been this way, it is fun and shouldn't be changed.
Counter argument: Form of Argumentum Ad Antiquitatem, simply because you might think it is 'fun', doesn't mean others find it 'fun', nor does it mean it is 'fun' to deal with.
Loophole. This can be turned back against you, so long as there is nowhere clearly showed if majority of people find it fun or not.
3) Achilles doesn't know what he's talking about, and is just complaining. (Alternative argument "We here in EU have no problems, so you all must suck")
Counter argument: Attacking the person, rather than the argument, is a common practice here in MB2, and I find myself doing it some-what often as well. However, I use all classes, and I try to remain as unbiased as possible. I want Sith to be nerfed, I want Jedi to be nerfed, I want gunner vs saber to take skill on both sides, I want Clone to be a good class that I feel good about using, I want SBD to be good to play with and against. However, I can't see those things happening, if everyone wants a stupid silly gimmick to remain. How can you possibly balance Sith force, when Grip/Lightning are basically mandatory for dealing with Clones? How can you possibly balance Push/Pull when it is so damned necessary to deal with half the gimmicks in this game? How could you nerf/balance SBD, if the enemy team would have such an obscene advantage? In order to proceed to an overall balanced/fixed game, one step needs to be taken at a time. I don't see Sith/Jedi being truly balanced, until gimmicks like Blob are removed. I don't see how any gunner v gunner is to be balanced, when the game is often so weighted in favor of defense, and the only offensive capabilities are based on stupid gimmicks. Can a Clone assault a defended position with CR1 and no blobs? Why not? Not to mention, why can't the game be balanced for all games, why does it have to be balanced solely around highly competitive scrims, that never happen anymore? From my perspective I see that the most efficient way to balance MB2, is to start with the biggest offenders, and work from there: Clone and SBD.
Basically, what you write is that the whole game is based on "stupid gimmicks" and broken classes, thus it is important to completely remake half of the game for the sake of one person so that person can be finally satisfied (or will the cycle continue?).
Your stupidity is astounding. I do not know who you are in-game, nor do I care, but I can only imagine you're one of Paradine's parasites that stacks entire servers spamming clone and depopulates them for troll-purposes.
Baseless assumptions. What is even purpose of this comment?
Ever see a soldier/commander/mando/BH picking up a dropped CR? Pretty scary, right? That is because it is typically better than what they have.
Again, the level for clone rifle you pick up is determined by level of similar weapon you already posses. In case of BH, that weapon is DLT, dunno for other classes. Doubt soldiers even have any similar weapon to it.
So if BH has level 2 DLT, he picks up level 2 clone rifle. If he has level 0-1 DLT, he picks up CR level 1.
So of course people take it. A DLT costs bh how many points? 5/10/15 or something like that? So for 30 points a BH has DLT level 3 and can pick up clone rifle and get it to level 3. Mind you that clone rifle level 3 costs clone 51 points. So it is obvious that CR3 should be better considering the point cost for clone vs any other class that picks it up.
As a whole package, Clone is vastly superior to basically every class on Imp team, is what I'm referring to. They made not have as much armor as SBD, but they can have just as much firepower, substantially more mobility, and superior utility, for instance.
Clone is not even close to be superior to SBD.
A two-life clone with full armor may have 160 hp and 160 sp, while a full hp SBD may have only 200 hp, but SBDs do not have damage multipliers, meaning wherever you shoot SBD, it will take base weapon damage. SBD (with battery energy) has higher damage and RoF than clone. SBD can buy magnetic plating to minimize damage from clone's weapons and it takes a few shots in the chest/head area to kill clone. In other words a deadly, but slowly moving tank.
Clone is faster, but weaker and the only advantage he can have over SBD is ion blob's 5 second stun. So it all comes down how well you can play the class and use your surrounding.
Regarding anti-Saber, Clone is easily the strongest class in the game, for they are the only gunner-class that can fight a saber aggressively using blobs. Almost all other classes in the game either lack the capability of chasing down a Jedi/Sith, or require the Jedi/Sith to be actively attempting to kill them. I mean really, what class on Imps can knock down a Jedi from ANY distance with absolutely no counter play?
What about pistol 3 + poison dart + tracking dart bh? What about flamethrower mando or flying mando with ee3? What about cortosis SBD? T21 cmder?
What class on Imps can disable a group of gunners from fighting back for 5 seconds?
None. That's what is called "unique" ability. What class on reb side has area denial ability that applies DoT?
I do agree that T-21, and E-11 are superior weapons to CR2, HOWEVER, you are forgetting the factor of stamina and the clone's armor/hp. It is the sprint function and high tank of the Clone that makes it so lethal, combined with how fast the weapons it has fire, ...
Again, clone has more expensive armor than other classes and you need at least stamina level 2 to be able to sprint and shoot if only for a second or two or level 3 stamina for longer period of sprint'n'spray. Not to mention that CR is less accurate than other weapons.
Not to mention how well it can suppress corners, or just disable entire groups of enemy gunners with a single ion.
Any weapon can suppress corners and if you hit multiple enemies with ion blob, it's either that there are simply way too many enemies with no place to move, or bad tactics on imp's part.
I want to see Clone just be a fun class, and have more interesting strategies involved with it. I don't like the gimmicks in MB2, I really don't, most people also dislike the gimmicks.
I've seen loads of top tier saberists complain about blobs, I've seen loads of top tier gunners also complain about blobs.
Who said anything about CS:Go? Does CS:Go have Jedi, or SBDs? I don't like gimmicks that ruin the flow of gameplay, most people in-game don't either.
You're welcome to invite all these people you write about to put a word here and vote here. For I didn't notice anyone complaining about it on servers and now "boom", suddenly you're here writing that "many people" dislike it.