K
kaga
💎 x16
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Phenylephrine HCI
Aug 9, 2019 2:48 PM
Plot twist, give AT red sg, new meta is born!!!!
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Sov
💎 x24
Gentlemen CO
Aug 9, 2019 3:04 PM
"Demo and Nader feel like they are in a good place overall. Mortar felt much better damage wise. Our original intent was to make it 3 on initial spawn and only 1 after every death. For some reason this isn't possible in the editors or we're just really dumb. Perhaps 2 could work but I'm still apprehensive."
Demo is fine imo and is prob similar position as AT pre change where it's nearly viable but need something to make sure it can stick.
I think 2 mortar is fine cause the GL isn't spray and pray anymore. The class has more counter play so I think that should be good now.
The issue with your AT changes is how it is played out with our map design. You can't realistically have a pseudo tank play lee roy jenkins and go in to get a meaningful trade. Most areas have chokes in place that can neutralize any rush attempts and make the AT useless hence why there only clear path is to flank. I just think with the few sbs that most people did not feel AT was that useful even with arriving to the battle earlier.
e
Advisor
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Monkey Business CO
Aug 9, 2019 3:31 PM
Not gonna lie it was cool running fast, but I remember playing it for like 4 battles and at least 3 of the times I said "oh my bullets don't reach" and switched back to marine.
I get that AT is CQC, but with the speed adjustments in trying to adapt it to a flanking opportunity, its very rare that yes I might flank but then I still have to get into position, its easy for a marine to just hold me off.
Marine still outperforms the new AT's "flanking attributes" because you can literally just hold them at bay with ar from range.
so you gotta pick which you'd want AT to do if you want it to be a flanker keep the movement speed, speed boost, drop the armor and increase the AP range so that it can infact have solid flank potential.
Or if you want it to be the solid CQC remove the speed buff up the armor and go to town.
e
Advisor
💎 x13
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Monkey Business CO
Aug 9, 2019 3:33 PM
As sov said because the game revolves around various choke points and even maps like KR(literally get spotted the second you start your flank if the enemy is smart and has vision) it quite literally nullifies the slight speed advantage due to its lack of combat potential in a 1v1 duel with a marine.
Champion
OP
Webmaster
👑 x24
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Gentlemen CO
Aug 9, 2019 3:37 PM
AT isn't a flanking class. I mean yeah, it could be.
AT is meant to be up front drawing the fire away from your marines and medics while they're following close behind you in a push. You see a player running in at you the first instinct is to draw your fire on them. But it's an AT who's fast, can dash, and has armor. And while you're focused on that AT the rest of his marines and medics now have the ability to push in and take over the angles. It comes down to your team composition really. AT is better suited in a lineup of Marines and LMG.
e
Advisor
💎 x13
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Monkey Business CO
Aug 9, 2019 3:42 PM
Champion wrote:
AT isn't a flanking class. I mean yeah, it could be.
AT is meant to be up front drawing the fire away from your marines and medics while they're following close behind you in a push. You see a player running in at you the first instinct is to draw your fire on them. But it's an AT who's fast, can ...
make it a flanking class plz
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Sov
💎 x24
Gentlemen CO
Aug 9, 2019 3:43 PM
Maybe try to keep the range back to original and revise from there? I feel like every typical battle it feels like AT can't fight in certain spots in the map due to limited range hence..... the flanking class!
Champion
OP
Webmaster
👑 x24
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Gentlemen CO
Aug 9, 2019 3:53 PM
The original AT range was almost as long as AR range. AT isn't supposed to be an armored marine with a stronger weapon who can just sit back and spam. Having armor needs to come with some kind of drawback. Range makes the most sense since they are pistols after all.
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Sov
💎 x24
Gentlemen CO
Aug 9, 2019 4:01 PM
1) AT drawback is there weapon has a lower range than AR.
2) AT main damage source is all burst. Once the gun loads you have nothing else.
3) Secondary is literally a point blank melee weapon.
You have to be in close approximation and hit your weapons otherwise the long load means a lot of potential counter play.
I would rather take longer range over hp buff. Hell you can even do something like making it where back pedal has a huge penalty so it's a class that can only be fully utilized pushing forward and not holding the backwards key. We can wait and see if AT changes up in other maps before making any changes but it feels pretty meh compared to other classes now.
Edited Aug 9, 2019
Champion
OP
Webmaster
👑 x24
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Gentlemen CO
Aug 9, 2019 4:34 PM
Chain sword was indirectly buffed by adding assault dash and movement speed making the point blank range much quicker to get to.
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Spartacus
⭐ x5
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Kays Krew 3
Aug 9, 2019 6:31 PM
From what I've used of AT, it shines on RvB/GvY because everything is CQC. It is useless in more open fights, and you'll end up losing battles in open fights because you're down a gun. This will result in better squads using it because their players can live longer, but a worse squad will be focused out fast af if using AT. There is no versatility, so any squad using AT will camp small defensible areas like rocks on EC (or if you're pushing into rocks, AT isnt even useful to push into if the other team just backs out of its range when the push happens).
How much of a difference is there in the range between Dual AP and GL with bounces?
I'd suggest upping the range of the Dual AP and make it the powerhouse it's supposed to be. Let's see what it does in SBs, because as is it won't be used IMO.
Champion
OP
Webmaster
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Gentlemen CO
Aug 9, 2019 8:10 PM
Does no one remember the old AT range before it was increased? It was even shorter than this. You cannot have a gun that powerful shoot long range. Increasing the range was a mistake because all it did was make you comfortable with long range instead of how the class should be played.
I had no problems being in the front line breaking open battles and drawing fire away from my team during the SBs that I played it. I think it's just going to take some type to adapt to its new style. I think AT is the strongest out of all the new updates.
F
Fuck
⭐ x2
Aug 9, 2019 9:04 PM
Yea David, back the F up man.
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Sov
💎 x24
Gentlemen CO
Aug 9, 2019 11:27 PM
"Classes that are limited to 1 in league matches should feel a little "OP" but not game breaking."
AT doesn't feel like that at all. idk other people are sharing the exact same sentiment I felt with AT. Identity doesn't mean shit if no one touches the class. Not sure how the "most broken" class is being heavily underutilized in both pub and sbs.
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Sol
💎 x9
Gentlemen
Aug 9, 2019 11:39 PM
Personally, I'd give AT dual pistol a bit more range. In testing, I was often finding targets just barely out of reach without putting myself in a terrible position.
F
Fuck
⭐ x2
Aug 10, 2019 12:20 AM
I think thats the point though. AT should put themselves slightly out of position, with the armor and damage the DP does.
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Mizzouse
Aug 10, 2019 10:25 AM
Let's face it, you guys that are arguing will not play any support classes when facing a hard squad, so why argue? Original at had a range of pdw, both nml and here when it was put in.
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Spartacus
⭐ x5
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Kays Krew 3
Aug 10, 2019 12:24 PM
Yes, it originally had a smaller range and no one used it. But even with the assault dash, guaranteed no one is going to use it except in easy matches. That's what it will be relegated to atm. With more range, it will have a much greater chance of being used in even match ups.