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I've got a couple of ideas and some feedback after scrimming every week for two years. This first post will just be on the class balance, the second on boarder changes that will have impacts beyond a single class.
Deka: Currently banned in NA scrims. Rather then a full class rebuild or cutting it completely as some have suggested. What about making the deka lasers inaccurate in the same manner as the Mando EE-3, as in it starts perfectly accurate but degrades as the fire button is held down. Not sure if this is possible as I don't recall any vehicles with inaccuracy. The idea is that dekas would be able to send a volley of fire at long range but they wouldn't be able to suppress the long hallway in DotF's on their own. It would also add a bit of a risk-reward factor to force dekas to consider taking fights at closer distances. Maybe higher levels of firepower would reduce the spread or rate at which the spread increases. I know this sounds like a minor nerf, I think it would have large impact and is worth trying before resorting to drastic measures.
If additional nerfing is needed, what about a stagger for the deka if it's hit by an explosive. As in if the deka gets hit by a primary nade or rocket while deployed, it can't un-deploy, shield discharge, or shoot for about 2 seconds and maybe give it a bit of a staggering back onto it's rear leg. Basically give non-emp utility the ability to deal with a deka with some teamwork even if it's a much narrower window then a proper EMP attack.
Mando: Only issue is EE-3, level 2 is completely non-viable compared to Westar pistols 3. While EE-3 level 3 is map dependent at best, usually just a waste compared to pistols and extra points for utility. I don't think Mando rocket needs a further nerf but if needed, perhaps make it so the rocket can only be fired in melee.
SBD: Seems fine. Unfortunate that any build without mag plating and battery 2 isn't viable but I'm not sure that can be fixed due to the nature of scrim class restrictions.
Commander: Seems fine. It has a number of builds with all weapons, nades, and abilities being viable on most maps. Dodge T-21 is the strongest but some of the best players still run E-11 and nades,
Bounty Hunter: Seems fine. The ruptor red-light was an elegant nerf that made it a real option to take proj on some maps. They also have viable non-sniper builds on many maps with the DLT-20a. Some people don't like how the DLT-20a is an autopick over the E-11 or pistol 3 but I think that more of a function of the Imperial team lacking the peaking firepower of dodge+A280/caster/M5 sniper in a scrim class-restricted setting.
Elite Trooper: I think ET is fine but many people have complained about dodge-A280 build. Note, I do not think A280 needs another nerf. But if it did, I would suggest reversing the costs and affects of level 2 and level 3. Meaning level 2 would be five points but only give the scope while level 3 would cost 10 points and would unlock burst fire mode. That would mean "A280+dodge+reinforcement = 70 points" which only leaves 10 points for armor, ammo, rally, or sonics rather then the current 15 points. Also note I didn't say anything about the DLT-20a, as messing with it would have major knock-on-affects for Imperials being able to deal with Wookiees and Clones.
Hero: Currently kind of weak unless you take quick-throw. The issue with Hero is quick-throw. If you nerf quick throw to make other abilities more viable you severely weaken Hero, If you buff the other abilities, you risk a Hero taking quick-throw and the buffed ability to be even stronger. Hero's high mobility coupled with quick-throw make it hard for Sith to push many routes without getting knocked down. Heroes can easily capitalize on a quick-throw with pistol 3 or E-11 3 while say Clone blobs are much harder to hit and coupled with the lackluster clone rifle 2. Hero is rarely played as a weak sniper on open maps but is usually played as strong area denial class to zone out the Sith depending on the map.
Clone: Seems fine. The roadmap indicates there's already changes in the works which should hopefully deal with how few viable builds there are for the class.
ARC: The Westar M5 rifle is extremely powerful especially with the scope. It's only limited by the fact it's ammo hungry and that on many maps Rebels need EMP nades and/or bouncy pistols to push certain routes. I would suggest reducing the number of EMP nades ARC can take to one and adding a third level to EMP launcher that gives 1-2 EMP nades for 5-10 points. That way ARC can only get the one EMP nade unless they take a EMP launcher. Also I would suggest adding a second level to the scope for only 4-5 points that makes it accurate while jumping and remove that functionality from Dex 3.
Soldier: Rename to Trooper. Jokes aside, the class if fine. I have some suggestions but they would have broader implications so I will leave them to the next post.
Sith/Jedi/Wookiee: I've personally not played these classes enough for feedback/suggestions.
Deka: Currently banned in NA scrims. Rather then a full class rebuild or cutting it completely as some have suggested. What about making the deka lasers inaccurate in the same manner as the Mando EE-3, as in it starts perfectly accurate but degrades as the fire button is held down. Not sure if this is possible as I don't recall any vehicles with inaccuracy. The idea is that dekas would be able to send a volley of fire at long range but they wouldn't be able to suppress the long hallway in DotF's on their own. It would also add a bit of a risk-reward factor to force dekas to consider taking fights at closer distances. Maybe higher levels of firepower would reduce the spread or rate at which the spread increases. I know this sounds like a minor nerf, I think it would have large impact and is worth trying before resorting to drastic measures.
If additional nerfing is needed, what about a stagger for the deka if it's hit by an explosive. As in if the deka gets hit by a primary nade or rocket while deployed, it can't un-deploy, shield discharge, or shoot for about 2 seconds and maybe give it a bit of a staggering back onto it's rear leg. Basically give non-emp utility the ability to deal with a deka with some teamwork even if it's a much narrower window then a proper EMP attack.
Mando: Only issue is EE-3, level 2 is completely non-viable compared to Westar pistols 3. While EE-3 level 3 is map dependent at best, usually just a waste compared to pistols and extra points for utility. I don't think Mando rocket needs a further nerf but if needed, perhaps make it so the rocket can only be fired in melee.
SBD: Seems fine. Unfortunate that any build without mag plating and battery 2 isn't viable but I'm not sure that can be fixed due to the nature of scrim class restrictions.
Commander: Seems fine. It has a number of builds with all weapons, nades, and abilities being viable on most maps. Dodge T-21 is the strongest but some of the best players still run E-11 and nades,
Bounty Hunter: Seems fine. The ruptor red-light was an elegant nerf that made it a real option to take proj on some maps. They also have viable non-sniper builds on many maps with the DLT-20a. Some people don't like how the DLT-20a is an autopick over the E-11 or pistol 3 but I think that more of a function of the Imperial team lacking the peaking firepower of dodge+A280/caster/M5 sniper in a scrim class-restricted setting.
Elite Trooper: I think ET is fine but many people have complained about dodge-A280 build. Note, I do not think A280 needs another nerf. But if it did, I would suggest reversing the costs and affects of level 2 and level 3. Meaning level 2 would be five points but only give the scope while level 3 would cost 10 points and would unlock burst fire mode. That would mean "A280+dodge+reinforcement = 70 points" which only leaves 10 points for armor, ammo, rally, or sonics rather then the current 15 points. Also note I didn't say anything about the DLT-20a, as messing with it would have major knock-on-affects for Imperials being able to deal with Wookiees and Clones.
Hero: Currently kind of weak unless you take quick-throw. The issue with Hero is quick-throw. If you nerf quick throw to make other abilities more viable you severely weaken Hero, If you buff the other abilities, you risk a Hero taking quick-throw and the buffed ability to be even stronger. Hero's high mobility coupled with quick-throw make it hard for Sith to push many routes without getting knocked down. Heroes can easily capitalize on a quick-throw with pistol 3 or E-11 3 while say Clone blobs are much harder to hit and coupled with the lackluster clone rifle 2. Hero is rarely played as a weak sniper on open maps but is usually played as strong area denial class to zone out the Sith depending on the map.
Clone: Seems fine. The roadmap indicates there's already changes in the works which should hopefully deal with how few viable builds there are for the class.
ARC: The Westar M5 rifle is extremely powerful especially with the scope. It's only limited by the fact it's ammo hungry and that on many maps Rebels need EMP nades and/or bouncy pistols to push certain routes. I would suggest reducing the number of EMP nades ARC can take to one and adding a third level to EMP launcher that gives 1-2 EMP nades for 5-10 points. That way ARC can only get the one EMP nade unless they take a EMP launcher. Also I would suggest adding a second level to the scope for only 4-5 points that makes it accurate while jumping and remove that functionality from Dex 3.
Soldier: Rename to Trooper. Jokes aside, the class if fine. I have some suggestions but they would have broader implications so I will leave them to the next post.
Sith/Jedi/Wookiee: I've personally not played these classes enough for feedback/suggestions.
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