ForumsGeneral › Thoughts on S16 Updates
Thoughts on S16 Updates
Oct Nov 6, 2018 39 replies 774 views
1 2 »
O
OP 🤝


Class Changes

Assault Trooper:
- Increased range on dual Auto Pistol.

<b> All fine and dandy. I really think we need to think about the tactical use of AT in SBs and cater it to that. Right now it's just a tankier but less DPS marine that stacks with medic healing.</b>

LMG:
- Replaced LMG with "Machinegun" from CC.
- Changes to "Machinegun":
- Decreased damage significantly. (17 inner, 10 outer now)
- Reduced Reload by 25 ticks
- Reduced bullet spread by 1 degree.
- Added Incendiary Grenades
- Reverted back to Incinerator instead of Inferno Projector

<b>So... This change is the one I have the most problem with. Where is the logic behind this change?

1) Potential Problem - Not enough people are using LMG
2) A few people remember this awesome gun from Connor Canyon. The Machinegun, we put it in and anyone with a brain should have realized why people thought it was awesome - it had fucking 22 damage! So we nerf damage, change the gun slightly and replace a gun that's been in USL for how many seasons?

Where is the logic? LMG class right now is essentially a marine with no shotgun and laws and higher damage - I don't even think new gun has the nice range LMG used to have. It wasn't perfect before, don't get me wrong - but this line of updating to the class makes absolutely no sense.

The old LMG was a bit gimmicky but it could be used well - it had nice range for a solo role, it had very nice fall back power, and it had a bit more of a suppression quality with the clip size - it did need something done to it to make it better. But there are several changes that would have made much more sense to the class

1) Less recoil, higher backpedal speed. This would keep the same good for falling back gimmick the class has always had and give it more use in pushes.

2) 1-2 Damage increase on the old gun. Essentially the approach that was done to the class by giving it machinegun but in a much smarter way.

3) Increase clip size or decrease reload - give the class a very nice suppression feel. LMG is constantly laying down fire but not as high DPS where marines have higher DPS but plagued by having to find cover or dodge during reloads.

4) Give LAWS

Any combination of these changes make much more sense than what was done.

</b>


Ripper:
- Removed "Runner" Gun
- Increased firerate on Ripper Gun.
- Reduced bullet spread by 1 degree.
- Increased damage by 0.5dmg

<b> I like. I like. Maybe 1 damage instead of 0.5 tho. </b>

Grenadier:
- Added Bouncy GL
- Reduced bounces to 3 max
- Damage 40 inner, 20 outer
- Removed Explosive Shotgun.

<b> I feel like this bouncy GL has been extremely under tested and is definitely not balanced correctly. There is currently a big reload issue with using both the GLs (reloads should potentially be changed to universal). The bouncy GL does damage that's very underwhelming, is very hard to hit and there is not much tactical use with it. Combining the GLs make much more sense, and just having the grenades 1 hit kill if direct hits. With 50-60ish damage for hits after the first bounce.

</b>

Sniper:
- Increase base health to 80hp.
- Added Throwing Knife
- Reduced Throwing Knife damage. (35 inner, 25 outer now)

<b>What the fuck? Don't get me wrong, higher HP great update. But throwing knives? Throwing knives were actually not that overpowered at 50 damage when first introduced. 35 inner and 25 outer makes the knives extremely low DPS, they are only useful for popping behind cover for a split second and throwing the knife then hiding again... Otherwise PDW is always the better option. And let's say you balance the knives to be a harder to use but higher DPS option for close/mid range sniper combat. Why did we even add them to the class to begin with? "Oh this should be fun to try!" It just really feels like the updates are being done to shake things up rather than have actual logic thought processes behind them with the intent to better the league.

</b>


Anyways, long story short - I think you need a better group of people to advise on possible changes to the league. I don't have the direct answer on who those people should be. But being a squad captain or past admin doesn't really mean you know jack shit about zone development and how to implement beneficial changes.

<b>We need smart ideas that add value to the league. Just a quick idea - making support classes viable through a completely new thought - self healing medikits. All support classes able to have medikit usable once every 60-180 seconds for 20-25 hp. Decent fire delay other so once they use it they can't go instantly shooting back. But giving them something like this so they are much more sustainable without a medic with them. (i.e. LMG or Ripper going for the solo angle or AT/ Nader holding a tight choke). We give support classes a real purpose rather than just being balanced firepower wise with marines.

In short, Oct for USL Dev.

I'll make USL great again without fucking it up.
</b>
C
⭐ x1 👑 Gentlemen
Sniper should of been lowered to 50HP health but 85HP shots. But nah yall niggas too fucking stupid to think of that. Fcking fools.
R
⭐ x7 🤝
Why are all these people with under 10 games usl experience trying to make such drastic changes?
S
LMG was a flawed concept to begin with. What kind of army deploys a soldier with a machinegun and then tells them they have to be faster than everyone else at running away?

Absolutely asinine. LMG should not be a class that is good at "running away". No class should be good at "running away" except maybe sniper. It's not something to build a class around. Getting rid of the recoil is the correct step towards having LMG fill the role that an LMG should; mobile, sustainable suppressive fire, and mid-range killing power.
C
⭐ x1 👑 Gentlemen
r wrote:
Why are all these people with under 10 games usl experience trying to make such drastic changes?
I know you're not talking about me nigga i have 33 games under my belt.
O
OP 🤝
r, I was heavily involved in MSL s1 and s2. Played USL for years after that on various squads and running my own. Played SK since the beginning as well.

I'm sorry if you are too inexperienced to remember my name.


and Metal, regardless of flawed concept or not - it worked. For almost 15 years its seen regular league use and the able to support the falling troops that have to turn and run while it can shoot and fall and be just as fast is actually not that bad of a gimmick. Makes real sense? Of course not.
S
💎 x12 good guys
EDIT: I DONT CARE.
Edited Nov 6, 2018
O
OP 🤝
i wasn't really talking about raw damage output while mentioning DPS, more referring to a combining of TTK and DPS. You also have to take into the practical use of things like knives because they are so much harder to use.

Personally I think the Throwing Knives could be a nice gimmick for snipers or even something like AT/Sapper. But you would have to reduce them to 3-5 knives per player, and make them 45-50 hp. Consider putting them on a universal reload of one very 5 seconds or such. They would be an alternative to laws. Might be a little too lame for pub use but could be nice for SBs.
M
The throwing knife on the sniper was my idea with the vote from other staff members. I liked the idea of throwing knife initially but how strong it was killing medics with 2 hits and marine with 3 was too op. Throwing knife should not be the main thing that kills someone, a class using their main gun should be. With that said we lowered the damage on it and gave it to snipers.

Lmg I was trying it yesterday and I just don't like it now. Didn't feel like an lmg class to me now but I don't know what to say to improve it. Backpeddle is fun and all but I agree with metal and you shouldn't be able to run faster than anyone backwards.

As for grenadier, I think it's fine now. Maybe a couple of more tweaks for accurate hits.The whole bouncing damage was too broken so it was taken out. It's just one damage across all bounces now. In order to make the bounce damage you want, you would have to make a projectile fire on each bounce to get that damage causing more lag and unpredictable player to projectile hits which was the issue.
Edited Nov 6, 2018
E
I think I would prefer original LMG back with less recoil or whatever tbh

But what's done is done, let's see how this goes.

Throwing Knives are in a good place imo.

Nader still going to take some getting used to. It's definitely the biggest change.
M
🛡️ x5 🥉 good guys
slob wrote:
EDIT: I DONT CARE.
we value your opinion, buddy
Webmaster 👑 x24 👑 Gentlemen CO
I played nader last night in a mix and tbh I really liked it. Using the bouncy nade + regular GL combo to hold chokes was satisfying. My only complaint is that I think enemies (or medics specifically) should drop 40mm ammo.
C
⭐ x1 👑 Gentlemen
Sniper still only has 20 ammo???????
M
League Analyst 💎 x10 🥇 Gentlemen
Cross wrote:
Sniper still only has 20 ammo???????
You'll die before you get through 20 and get that replenished anyways
C
⭐ x1 👑 Gentlemen
Mecca wrote:
You'll die before you get through 20 and get that replenished anyways
You finally named yourself after your infantry skills.

BOOM HIT EM WITH A HEDCHOT!!!
R
Ad Infinitum C
People still walk through normal 40s on the GL. Once the game went to unified settings in SOE nader got screwed up. SL used to have a good setting to 40s where it actually killed people.
R
Ad Infinitum C
Another random whatever. But for Sniper with the HP increase no longer do they kill opposing snipers 1 shot. Just food for thought.
C
⭐ x1 👑 Gentlemen
Riley wrote:
Another random whatever. But for Sniper with the HP increase no longer do they kill opposing snipers 1 shot. Just food for thought.
HOLY FUCKING SHIT. NO ONE THOUGHT OF THIS??? OMGGGGGG WTF... THIS IS DUMB AS FUCK.
M
League Analyst 💎 x10 🥇 Gentlemen
Sniper's stats:
Career 33 10 23 216 275 0.8 6.5 72.2

Sad's stats:
Career 59 43 16 585 217 2.7 9.9 83.9

Hrm
R
Ad Infinitum C
I think the biggest thing with all the changes is that the changes are gimmicks. Support classes are supposed to be stronger. That’s why they are limited.

The bouncing GL doesn’t solve the fact 40s just don’t kill well enough. If people walk through 40s it’s useles.

Sniper doesn’t need extra gadgets. Give them an 80hp shot an AP and decrease their speed.

I think Ripper is close to good now.

Sapper and AT should be removed all together imo.

These classes aren’t viable compared to marines because they don’t have the ability to kill that marines do as they currently stand. The league is 90% marine based because of it.

So what a squad camps more and uses supports. They are giving up mobility to do so. But at least make the trade off worth it.

Playing against a sniper. Cool. Use buildings and covered areas to break the distance and reduce the effectiveness. Playing against a Nader. Use space and make them flush out. The rules are geared to empower the use of marines. Quit dictating how squads choose to assemble a lineup (other than restricting class numbers) and use the classes (camping rules shouldn’t keep someone from ambushing if they aren’t hiding in some remote location just to hide) and make the support classes actually functional in terms of trade off from what they lose by not using marines.

The gold standard is marine. By making the supports viable. It gives options rather than limitations. Change it up and encourage the use of them rather than worrying it’s too OP. That’s why they are restricted classes with a max number usable.
1 2 »