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Dash, Dodge and Heal.
I'm not going to make any secret that I thoroughly despise all three and I am heavily biased against them, not as mechanics in and of themselves, but as a package. With all 3 they gain the staying power an assault class should have who's in a constant fire-fight, it seems weird to give it to someone who mostly hangs in the back(Granted, CQC snipes is a very tangible thing in this game).
It seems weird for SNIPERS to get all three of these abilities as all of them encourage and help you keeping your distance and ensure that you thrive there.
Against small blaster-fire, it's no big problem as you can duck behind cover and completely recover, making reckless exposure of yourself as you attempt to snipe targets less punishable. Against snipers, only headshots on you matter, making counter-snipes and sniper-duels lopsided. Should enemies close up on you, you still have the tools to avoid attacks and retreat to a safer position, and even if you don't retreat, you have more mobility than most to last a fight.
If Snipers only had a Sniper and a shitty pistol on their side limiting their effectiveness to long-range, then I could easily understand why they have the tools necessary to increase the gap between them and their foes with ease and ensure they can thrive there. Currently as things are, they have the almighty Pistol 3, which is downright godly compared to a Blaster Rifle, so they hardly fare any worse in a CQC engagement.
It'd make more sense in my mind that snipers get tools to cover their flanks, mines, traps, the sort of things to encourage enemies to keep their distance or approach with caution, but maybe that's not feasible for this games fast-paced gameplay.
Now I am not going to claim that BH's are any worse off (although against Heroes, they kind of are), as they have poison, tracking and TD's on their side. Not to mention the Disruptor. IMO Poison Darts shouldn't be hit-scan, but that's a discussion for another time.
I'm not going to make any secret that I thoroughly despise all three and I am heavily biased against them, not as mechanics in and of themselves, but as a package. With all 3 they gain the staying power an assault class should have who's in a constant fire-fight, it seems weird to give it to someone who mostly hangs in the back(Granted, CQC snipes is a very tangible thing in this game).
It seems weird for SNIPERS to get all three of these abilities as all of them encourage and help you keeping your distance and ensure that you thrive there.
Against small blaster-fire, it's no big problem as you can duck behind cover and completely recover, making reckless exposure of yourself as you attempt to snipe targets less punishable. Against snipers, only headshots on you matter, making counter-snipes and sniper-duels lopsided. Should enemies close up on you, you still have the tools to avoid attacks and retreat to a safer position, and even if you don't retreat, you have more mobility than most to last a fight.
If Snipers only had a Sniper and a shitty pistol on their side limiting their effectiveness to long-range, then I could easily understand why they have the tools necessary to increase the gap between them and their foes with ease and ensure they can thrive there. Currently as things are, they have the almighty Pistol 3, which is downright godly compared to a Blaster Rifle, so they hardly fare any worse in a CQC engagement.
It'd make more sense in my mind that snipers get tools to cover their flanks, mines, traps, the sort of things to encourage enemies to keep their distance or approach with caution, but maybe that's not feasible for this games fast-paced gameplay.
Now I am not going to claim that BH's are any worse off (although against Heroes, they kind of are), as they have poison, tracking and TD's on their side. Not to mention the Disruptor. IMO Poison Darts shouldn't be hit-scan, but that's a discussion for another time.