{Δ} Achilles

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I feel as though Clone is too gimmicky, and currently has nothing to do with the actual movie/series Clones in playstyle/usefulness. This rework I believe would make Clone a versatile class that is not stronger than the 2 live counterparts ET/Com, but simply more adaptable. The ability to be a mobile assault class, a mid ranged support, or a long ranged engagement class would be rather interesting, I think, and make Clone infinitely more enjoyable.


- - - Clone - - -

- Weapons
* * Pistol
Description: Same as current.

* * DC-15s
Levels: 1, 2, 3
Cost: 6-7-8
Description: Reskin of E-11

* * DC-15a
Levels: 1, 2, 3
Cost: 8-18-24
Description: The long clone rifle, for accurate long-ranged engagements. Slow fire rate, high damage, high accuracy.
Stats:
- Level 1
Damage: 30
Accuracy: Only when standing still, crouched, or walking
- Level 2
Damage: 33
Accuracy: Always accurate
Adds Scope
- Level 3
Primary Damage: 35
Secondary: Charge shot, starting at 30, reaching maximum 100
Accuracy: Always accurate, charge shot only accurate while walking


* * Minigun
Levels: 1, 2
Cost: 20-30
Description: The current minigun, with some tweaks
Stats:
- Level 1
Primary Damage: 20
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: Current CR2
- Level 2
Primary Damage: 20
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: CR3
_________
- Abilities

* * Sprint
Levels: 1, 2, 3
Cost: 0-6-12
Description: Allows the Clone to sprint *forward* only until his stamina runs out, while sprinting the clone fires inaccurately.
Stats:
- Level 1
The Clone can sprint for short distances at a time
- Level 2
The Clone can sprint for long distances at a time
- Level 3
The Clone can sprint forever, and can use crouch to cancel out of sprint with a roll in any direction.

* * Bash
Levels: 1, 2, 3
Cost: 0-8-14
Description: Allows the Clone to bash a target with his rifle-stock, extremely short range.
Stats:
- Level 1
Damage: 6
Cooldown: 5 Seconds
Staggers the target for 0.5 seconds
- Level 2
Damage: 14
Cooldown: 5 Seconds
Staggers the target for 0.7 seconds
- Level 3
Damage: 20
Cooldown: 4 Seconds
Staggers the target for 1 second

* * Reinforcements
Description: Same as current

_________
- Items

* * Pulse Grenades
Levels: 1, 2
Cost: 6-6
Description: Grants the Clone up to 2 Pulse Grenades

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
 
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swagmaster

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Besides that, the one and sole reason you made this thread Dooku/Commander Mcree is because you just want the fucking blob removed because you're butthurt at getting rekt by it. You said it yourself, "As long as blob is removed, I'm fine with clone."
 

StarWarsGeek

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I don't like gimmicks that ruin the flow of gameplay, most people in-game don't either.
Good thing blob isn't a gimmick that ruins the flow of gameplay.
Removing blobs, and tweaking around gimmicks won't ruin the game, it'll just make it more strategically oriented, than just a war of dumb mechanics.
Sure, removing blobs won't "ruin the game", but it won't make the game any better or more strategically oriented either.
If anything, it'd be closer to Battlefront.
...is that supposed to be a positive thing? Because that sounds like a good reason not to do it.
It isn't 'almost' perfect, it isn't even remotely close to being 'acceptable'. They're just a dumb insta-shot gimmick with literally no counter play around them.
"Acceptable" is entirely subjective. You do realize your opinions are just opinions right? Your opinions are far from infallible facts. To turn your argument against you: just because you find blobs un-fun doesn't mean others find it un-fun.

If you want MB2 to play like a more generic shooter such as Battlefront, why not just go play Battlefront instead? You're trying to change MB2 to play like just another generic shooter game that happens to also have swords and a StarWars theme. That's not what MB2 is, and you can ask around but I don't think that's what most players want it to be. If MB2 were just another generic shooter everyone would have moved on to Battlefront already. What you call "dumb gimmicks" are part of what make MB2 interesting, unique, and fun. Your lack of mastery over them and playing against them doesn't make them inherently bad.

Want to change some "dumb gimmicks" so they're more difficult to use successfully and raise the skill cap? Fine, in many cases it's probably a good idea. Suggestions like "make blobs require a charge for knockdown" are much better than "this thing is shitty and retarded, remove it now". There's been many suggestions in this thread about how to make blobs less spammable and/or require more skill to use. But your response to all of them has essentially remained as, "No, blobs would still be in the game and blobs are bad because they're blobs." Only now, when it's clear people aren't going to change their minds just because you act like you're right all the time, have you stepped back from demanding removal to a tweak being "some-what acceptable."
 

{Δ} Achilles

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Besides that, the one and sole reason you made this thread Dooku/Commander Mcree is because you just want the fucking blob removed because you're butthurt at getting rekt by it. You said it yourself, "As long as blob is removed, I'm fine with clone."

I don't die very often to blob, I just don't like its function, how it works as a mechanic. It is poorly designed, and would hurt trying to balance other classes. It is again, just a gimmick for easy kills against certain classes. There is no point to having them remain.

Want to change some "dumb gimmicks" so they're more difficult to use successfully and raise the skill cap? Fine, in many cases it's probably a good idea. Suggestions like "make blobs require a charge for knockdown" are much better than "this thing is shitty and retarded, remove it now". There's been many suggestions in this thread about how to make blobs less spammable and/or require more skill to use. But your response to all of them has essentially remained as, "No, blobs would still be in the game and blobs are bad because they're blobs." Only now, when it's clear people aren't going to change their minds just because you act like you're right all the time, have you stepped back from demanding removal to a tweak being "some-what acceptable."

The reason why I want them removed, is because they don't fit with Star Wars in general, blobs weren't a thing. Yes, they could be fixed to require more skill, and be less spammy, but I think Clone should honestly just go in a different direction, instead of a bland 1 weapon 1 gimmick class. That is why I bothered to list out a huge potential rework to the class, that would make it vastly more interesting and accurate.

The problem is, this thread turned more into 'BLOBS ARE INTEGRAL TO CLONE' bullshit than actually discussing how to make the class as a WHOLE more interesting. Your suggestions amount to adding another gimmick to the class, grapple hook, without actually solving anything else around it. Infact, so far, no one has even said a single negative about my rework suggestion except 'DUN REMOVE BLOBS, CUZ I LOVES DEM' or 'Noes I dun want an E-11 clone on muh clone.'
 
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swagmaster

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Because removing blobs is removing something that has been with clone for a long while, besides that, DC-15S with grapple is the only other thing people would want for an alt weapon option for clone. Who said this game had to be exactly Movie Accurate Anyway? Its not often you see SBD's with Cortosis or ARCs doing wallruns and cool acrobatic shit.
 

swagmaster

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Might as well listen to @Rajive, someone whos played FAR longer than you my dear Altroll
"Mb2 is not 100% SW realistic, Appo already pointed it out, you don't have ARC jumping around in SW, yet it's a key feature of ARC in mb2."
 

StarWarsGeek

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The reason why I want them removed, is because they don't fit with Star Wars in general, blobs weren't a thing. Yes, they could be fixed to require more skill, and be less spammy, but I think Clone should honestly just go in a different direction, instead of a bland 1 weapon 1 gimmick class. That is why I bothered to list out a huge potential rework to the class, that would make it vastly more interesting and accurate.
There are plenty of features in MB2 that aren't in the new canon, and some things that aren't even in the old extended universe either. It's a game, it's goal isn't to be 100% movie accurate. Many (probably most) StarWars games included things that weren't anywhere else in the canon. M5 and jumpy acrobatic ARCs both originated in that 2005 Clone Wars cartoon you seem to dislike so much, and neither are in the current canon. Deka shield discharge isn't in the new or old canon. SBDs were never augmented with cortosis as far as I'm aware. Clone pistol shots can't bounce off walls. Westar pistols can't be "charged".

If you want clone to go in a different direction, that can be achieved by adding new features rather than needlessly changing everything about the class except for pistol, reinf, and armor/ammo. "If it's not broken, don't fix it." Regardless of how much you dislike (conc) blobs, I think the fact that they've remained relatively unchanged since B18 with very few complaints about their balance from the playerbase is evidence that they aren't as broken as you say they are. Perhaps some of the recent changes in saber vs gun combat have made blob use more favorable, such as encouraging holding block making for more easy targets. This is a good reason to look at options for tweaking blobs, it doesn't necessitate their removal.

Ion blobs have been nerfed several times since their first implementation a few years ago, perhaps the stun duration still needs further tweaking, but they certainly don't need to be removed.

The problem is, this thread turned more into 'BLOBS ARE INTEGRAL TO CLONE' bullshit than actually discussing how to make the class as a WHOLE more interesting. Your suggestions amount to adding another gimmick to the class, grapple hook, without actually solving anything else around it. Infact, so far, no one has even said a single negative about my rework suggestion except 'DUN REMOVE BLOBS, CUZ I LOVES DEM' or 'Noes I dun want an E-11 clone on muh clone.'
Grappling hook was just one of several suggestions I gave, and I didn't intend for those suggestions to be viewed as an "all or nothing" package. They're each individual ways to make a DC-15S a unique weapon; pick one or several or just think of something else entirely. As long as an alternative weapon provides a feature with enough utility that it's comparable to blobs (with whatever tweaks they may or may not get), some people will opt to use that alternative over clone rifle. I think giving DC-15S those ionic rounds which Crusader described along with making ion blobs usable only by the DC-15S would make it sufficiently unique and useful enough that people would consider using it instead of clone rifle with conc blobs.

And people have said negative things about your rework suggestions, you just listed two of them (in a mocking/demeaning way) which you are choosing to ignore. Also, copy-pasted E-11 reskin makes the class too similar to ET. Pulse nades overlap with ARC's role, and clones already have ion blobs for that purpose.

But beyond copy-pasted features and overlapping roles with ET and ARC, I think the largest problem with the complete rework is that it's mostly unnecessary. The only features it leaves untouched are pistol, reinforcements, and armor/ammo. If providing players with more options and making the class more versatile is the goal, such an extensive rework isn't necessary at all. More versatility can be achieved by adding new features that provide alternative yet still effective playstyles for the class when compared to it's existing features.

Splitting up clone rifle and minigun into two separate weapons could be fine, and if minigun is essentially a cheaper CR3 without any blobs that can still be bought alongside reinforcements, it would be a more appealing option than giving up that extremely valuable second for extra firepower. Separating a powerful knockdown/stun ability from an extremely high ROF weapon could be a good idea.

Gunbash could be a good feature, especially for DC-15S and/or minigun which would lack the knockdown utility of conc blobs with clone rifle. Combined with minigun's higher rate of fire or with DC-15S's [insert new feature here], it could make the alternative weapons appealing choices when compared to clone rifle. The player would sacrifice a superior form of knockdown and rely on a lesser one in exchange for some other benefits.

The only change to existing features minigun would require is some sort of change to CR3 to prevent overlapping roles. Gunbash wouldn't require any changes to existing features at all, it can just go on clone's class special 2 button and work with any weapon. DC-15S (whether it's an E-11 clone or an entirely new gun) also doesn't necessarily require any changes to existing clone features. Why is a complete overhaul of the class necessary to add any of those things?

The only class that's undergone such an extensive overhaul in the past decade was deka, and that's because a new deka vehicle was developed which (IIRC) allowed the devs some more freedom in what they could do with the class (strafing, turning shield on/off being separate from rolling/standing state, etc.). The old vehicle was made for base JKA, and was pretty limiting from what I understand. Every other class has slowly had new features added to it, keeping the class's core gameplay while expanding the players options. Options that were too powerful were tweaked or nerfed, not just lazily removed. The only major class weapons/features I can recall being completely removed since B18 were Q3 from Jedi/Sith, and E-11 and proj rifle from mando. Q3 had already been nerfed into near uselessness because it had been far too powerful, and ended up being replaced by the ability to block shots while manually swingblocking. E-11 and proj rifle for mando was replaced by EE-3, which fulfilled both the "spray and pray" and sniper roles and was a unique alternative to guns other classes already had.

Claim "Argumentum Ad Antiquitatem" all you want, but in general, adding new features and tweaking old ones is a much better alternative to completely removing features. Removing features removes options and variety, adding new features keeps the game fresh and provides alternative ways to play. IMO, the only reason to completely remove features is if new, better features fulfill the same function in a different way or if the original feature is clearly gamebreaking and unable to be balanced through any number of tweaks. Blobs are most certainly not so gamebreaking that they are unable to be balanced.
 
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Noob

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You might as well go to [Insert Popular Shooter Here] and remove [Insert Feature That's Been In The Game Forever]
 
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That is like saying SBD can be countered, so it is perfectly fine. Half of the community is so blind they don't even see anything wrong with SBD/Clone, and most of them use it quite often. It is inordinate bias, yet I'm the one being accused of bias, when I typically use it myself, and have to fight against it just as often.
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.
"simply because you might think they are broken with weird gimmicks doesn't mean others find SBD and Clone broken :p "
It isn't 'almost' perfect, it isn't even remotely close to being 'acceptable'. They're just a dumb insta-shot gimmick with literally no counter play around them. If blobs required charging, and could only be fired after a full charge, then they'd be some-what acceptable. However, they aren't necessary regardless for play. I'd rather clone just get a full rework and actually take skill to play, and be a versatile assault class.
but to 29 people clone IS acceptable as it is.And so many people have also said how to counter conc and ion blobs.
Lastly,you are also assuming that the Clone who is shooting the blobs has God-like aim,and the one getting shot can't move to dodge the conc/ion blob.
 

Noob

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Achilles do you know what Quick-Getup is? It's pretty much a counter to blobs.
 

DaloLorn

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Achilles do you know what Quick-Getup is? It's pretty much a counter to blobs.

The animation would seem to indicate it. The vulnerability period, on the other hand...

(Amusingly, depending on the opposing gunners, you may find it safer to roll to the side than do a quick getup, because they'll have to retarget you.)
 
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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. :p
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.
 

DaloLorn

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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.

Why is it that everyone thinks suppressive fire is any use against snipers and blobs and basically anything that can cause large amounts of damage to a player? The 20-40 HP they lose is a pittance compared to the 60+ damage they'll deal, and people do (admittedly more so with snipers than blobs, though I'm not sure if it's because of projectile speed, better payoff or just lesser confidence on the blobbing side of the argument) just pop out of cover and fire their snipers/blobs even when you're shooting at them.

Not giving the enemy an opportunity to hit you makes it pretty difficult to keep the enemy from advancing towards you.

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.

You haven't seen a proper bouncer, then (there are some ARCs that I make a point of eliminating or avoiding as soon as I see they have pistols) - and even with a staff you can't really guarantee they won't blast your back.

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.

Sonics can be used, even in melee - you won't get the kill yourself, but anyone else in the vicinity will blast the vulnerable Sith into oblivion.

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.

Not even that.

Good point on the lack of risk, but shouldn't the reward scale proportionally with risk? (Frag grenades, for example - very high risk, especially in incompetent hands or against Jedi, but the reward is pretty high too. Plus, you don't get half as many grenades as you do blobs.)

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.

I rarely see this happen. (Granted, I rarely even see sticky grenades in action, but even when they do show up...)

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).

Ammo in your current clip, yes. I'm certain that armor only takes regular damage, though - with the exception of droidekas, who (temporarily?) lose all shield power.

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).

The better ones can semi-reliably drop shots into your back, cover or no cover - the only solutions are heavy evasive maneuvering or hiding in a corner and turning away from the enemy to hopefully intercept their bounces.

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.

Do you? By your own admission you can't even play anymore.

In any case, I've eaten so many darts in the past months that there's no room for doubt - it's 20 HP.

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.

There is no 'sufficient backup' when you're down on the floor, and you conveniently forgot to respond to the parts about the clone dealing damage without his allies and the saberist not having enough time to stop holding down the movement keys and do a quick getup.

I mostly write about conc blob vs sith because there it has the greatest effectiveness (considering it bypasses defense and knocks down).

Both blob variants are fairly effective against gunners, too, because they allow the clone and his allies to fire at you with impunity.

I would actually argue that primary frag nades are more useful here than secondaries.

Only if you're a really good grenadier and/or the clones pay no attention whatsoever to the movements of your grenade.

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.

You ignored the variant where there is no Jedi - just soldiers versus clones. Disposable ordnance (blobs/grenades) aside, the encounter might even be biased in favor of the soldier - which, by the way, is part of why I'm strongly in favor of replacing blobs - but throw blobs in, and the only semi-reliable answer is to drop your comparably limited supply of secondary frags into the clones' faces at point blank range, all the while dodging enemy blobs (particularly ions) and blaster fire alike.

What about pistol 3 + poison dart + tracking dart bh? What about flamethrower mando or flying mando with ee3? What about cortosis SBD? T21 cmder?

The only one of those that genuinely scares me is the SBD, and that's because SBD-vs-saberist has been broken ever since 1.4 released with only a marginal improvement so far.

The BH? He might kill me, yes - but it's just as possible that I'll kill him, especially if I'm using a deflector build. (The nice thing about the way deflect works now is that you can use D3 with impunity when poisoned and know it won't make any difference because you can't regenerate FP anyway.)

Flamer Mando could be a threat (I often see them spurting out a bit of fire before jetting away, but this can also result in lunge-induced fatalities or be foiled by engaging the jetpack too late), but the EE-3 alone is only threatening because it has an unusually high FP drain, higher even than post-1.4.3 droidekas as far as I can tell. As for the T-21... laughable. He'll sooner blast himself than the Jedi he's targeting.

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.

Well, as of the time of this post, there is an almost equal division (28 vs 30) between the people who want Achilles' proposal to succeed and the people who want to keep things as-is. (Add in the people who want clones to remain as they are, only without blobs, and it becomes 32 vs 30.) Clearly there is some measure of opposition to the status quo, it's just not sufficient to get a clear victory (or, depending on your interpretation of 'victory', any victory) in the poll.
 

{Δ} Achilles

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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.

You do realize that holding E-11 fire at a corner means almost nothing to a Clone, right?

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.

Are you for real?


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.

Bouncing pistols are incredibly strong, and are an undervalued tool on Clone class, because everyone is too busy spamming blobs to notice. They allow you to pressure corners, snipers, and force Sith to relocate without abusing blobs. Are they're balanced.

You do realize how much damage you take from crouching against a charging Wookiee, right?



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.

He joined my game the other day, so I followed him to learn from him, he didn't do much better than I did against a clone/jedi stack with incompetent team-mates. Though that isn't to knock him, I know Hexodious is a good gunner, better than I am surely, but the point being even he couldn't deal with the spam. Because for some brilliant reason, MB2 is balanced in such a way, that having incompetent teammates means you lose regardless of how good you are.


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.

The Sith cannot push blobs on reaction. There is not a human being on the planet that can push a blob on reaction, and I will challenge any player who says otherwise to try and do so.

Wow, you mean there are tactics/counterplay to pulse nades? Imagine that.


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).

Yes, it takes armor away, it is a fantastic utility, and incredibly strong. That is why I'd rather have Clone get access to these, than blobs. Because they are good weapons with high-counter play. Anyone who thinks 'That's overlapping with Arc role!' needs to get their brain scrubbed.


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).

They are more dangerous to gunners in cover than to Sith, but they can force Sith to move, which is highly useful. See, Blobs force Sith to move because they are a dumb gimmick with no counter-play, pistol makes Sith want to move so he isn't vulnerable and has counterplay.

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.

20.

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.

Actually, it is more gimmicks > solo play. How easily do you think 3-4 soldiers can take on 1 Jedi without nades? It'll be a hell of a long fight if that Jedi is good, and could end in soldiers being dead.

I mostly write about conc blob vs sith because there it has the greatest effectiveness (considering it bypasses defense and knocks down).

Conc Blobs are effective against every class, 'cept SBD/Deka, and are probably least effective against Sith due to the quick-getup/roll. Conc Blobs are incredibly cancerous against Mandos.

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.

Then you're just predictable, because I assure you, they are not possible to push on reaction at *any* distance. Unless you have 0 ping, and a magnificent monitor, are 60 feet away, and know that the Clone isn't going to fire shots, but 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.

Considering that is most of the MB2 populace, and there are plenty of people in-game who despise gimmicks like blobs... Then you should perhaps consider that you aren't the majority here.

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.

And it is worth every penny.

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.

Oh right, I forgot, MB2 is an MMORPG with forced team-compositions, cuz 'roles', even though everyone still spams Clone/Mando/BH/Hero/Jedi/Sith anyway.

Yes, Frag grenades are useful, and have counterplay/skill around them. Secondary nades have 0 skill, and 0 counterplay. This is why I want secondary nade function removed.

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.

CR2 is not as strong as E-11, when Clone has the same number of lives as you, superior armor, sprint, and the potential conc/ion. Clone as a whole package with CR2 is basically an easy-win against every other class. Do you know how many shitty gunners I've seen do well with Clone?

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.

Because everyone will still use the CR with blobs, because the weapon that doesn't use blobs will be basically useless in the shadow of CR with blobs. Yes, I use CR3 + Stamina 2 + Full Armor all the time to slaughter entire hallways of gunners that are better than me, because I don't need to aim, or have skill, to use Clone.

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.

It still doesn't mean anything. All it does is make Sith less afraid of me, but then they die anyway because I can flinch them 5,000 times a second. Out of all the times I've used CR3 stamina build, the only ways I've ever died, were from other one-shotting gimmicks like emergency mando-rocket, or lightning/grip. However, those are pretty few and far between deaths. People with blasters, or even sniper rifles, just die to a CR3 rush. It packs infinitely more power than most other one life classes, save SBD, but the mobility trade off leaves Clone in a better position imo.

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.

Have you not read the poll? Have you not seen how many players complain about Clone in-game, yet don't talk about it on the forums?

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?).

Not even half the game, it is just shaving off the fat of an otherwise potentially great game. Also, it isn't just for the sake of one person, you'd have to be incredibly stupid to make such an argument as that.

Baseless assumptions. What is even purpose of this comment?

Because I know the people who play Clone religiously, and use it to depopulate servers with stacks?

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.

I would gladly trade E-11 level 1/2/3 for a CR1/2/3 any day. Because it is simply a stronger weapon than the same-level of other weapons.

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.

Clone is superior to SBD, it has more utility, mobility, and the same level of firepower. Hell, in open areas I can kill SBDs with pistol 1 Arc, let alone a CR2 Clone with sprint. SBD is another gimmick, it is just a walking blaster with no utility.

What about pistol 3 + poison dart + tracking dart bh? What about flamethrower mando or flying mando with ee3? What about cortosis SBD? T21 cmder?

Lol, NONE of those cept SBD are comparable with Clone. Flamethrower/Flying Mando is a joke compared to Clone, as ANY class.

None. That's what is called "unique" ability. What class on reb side has area denial ability that applies DoT?

Are you actually comparing Conc/Ion to fucking incendiary nade? Are you insane? "Unique" Ability, oh yeah sure, that makes it super good, balanced, and not gimmicky at all. Arc has a 'unique' ability, but guess what, it is balanced, and not retardedly gimmicky.

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.

So what? The benefits vastly out-weigh the negatives. Hell, CR's inaccuracy are actually a bonus against Sith, really. You don't have to aim, just hold mouse 1 and shake around like a spastic 12 year old.

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.

There are only 2 weapons that suppress corners as well as CR, SBD, and Deka. Both of which can't move as fast as a sprinting Clone, nor do they have ion blobs. 'Bad tactics on Imps part'? Are you for real? You do realize there is literally no way to avoid an Ion, except to *not* be within 25 feet of a Clone, right?

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.

Are you blind? Did you not read the poll? Did you just ignore all those people complaining about Clone? When I went Balanced Clone ### trolling with friends/clanmates, EVERYONE was having a bad time against the spam. EVERYONE complained about the clone-whoring. A couple people said 'Clones aren't OP, they're just good', and do you know why? Those people MAINED FUCKING CLONE, and don't want their baby to be changed.

Clone is a force multiplier that makes bad players as dangerous as good players, takes 0 skill to use, and is easily the most poorly designed class in the game.
 

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TheMightyAltroll/Dooku/Achillesfag - Today at 2:21 PM
Look at these dumbshits with their dumbshit arguments

Why don't you stop being a dumbshit yourself Altroll? ( ͡° ͜ʖ ͡°)
 

{Δ} Achilles

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TheMightyAltroll/Dooku/Achillesfag - Today at 2:21 PM
Look at these dumbshits with their dumbshit arguments

Why don't you stop being a dumbshit yourself Altroll? ( ͡° ͜ʖ ͡°)

I'll stop being one, when everyone else agrees to stop being one.
 
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I'll stop being one, when everyone else agrees to stop being one.

You're the one insulting others, you can't argue with people without condescending. How do you expect others to respect you when you cant argue like an adult ?

As for the debate it seems like a dead end, you have exposed your view, we have set ours and no one is motivated to change is view about it. However many here tend to be ok with nerfing blob and giving clone a new weapon, so why not focus on this ? And then if we nerf it and after that people still complain we can talk about this once again.
 

{Δ} Achilles

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You're the one insulting others, you can't argue with people without condescending. How do you expect others to respect you when you cant argue like an adult ?

As for the debate it seems like a dead end, you have exposed your view, we have set ours and no one is motivated to change is view about it. However many here tend to be ok with nerfing blob and giving clone a new weapon, so why not focus on this ? And then if we nerf it and after that people still complain we can talk about this once again.

So basically give clone things, without properly balancing what it already has. Why would any Clone pick DC-15s, over CR? Why would anyone take DC-15s, over blobs?
 
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