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OP
Advisor
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Monkey Business CO
Dec 11, 2023 5:01 PM
So I realize I didn't give the reasoning for this possible change. But here were some of the collective thoughts that were being bounced around on voice the other night.
Having Both Dash and Inherent movement speed bonuses makes it too easy to just run and scout, even if the other team has an AT its near impossible to punish the bad positioning.
Removing Speed and keeping dash; Allows the playmaking ability to close the gap, and even scout still with possibly getting away, but also makes it so that the players needs to be more aware of when they should or shouldnt use their dash.
Removing dash and keeping speed; Im a fan of the former so this will probably come off as biased. But to me I dont think any class should have more base movement speed then another, it's why I hated back when LMG would get a boost for back peddling. To me this boost in speed doesn't promote any out play just out run.
C
Colossal
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Gentlemen
Dec 11, 2023 5:08 PM
Where is the ‘Remove AT’ option :)
m
Referee
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Kays Krew 3
Dec 11, 2023 5:28 PM
I think AT is a good example of it being bad for so long that we slowly added things to it, now we need to start removing stuff.
Even with 80hp vs 100hp of Marines the armor outweighs the 20hp.
The dash is crazy... It gets you vision, saves your life, lets you retreat, lets you push. It's way to strong atm, especially if the person playing it is leading or a vocal player.
Didn't even know AT had a movement speed increase, should prob just leave that and remove the dash IMO.
T
Tactical
Advisor
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good guys
Dec 11, 2023 5:53 PM
The dash is what makes the class OP but also viable, without the dash it would be kind of useless even with the armor. Right now it fills every role and even with poor decision making (Dave) the class is extremely hard to kill with multiple get out of jail free cards. Personally I wouldn't play AT over Marine or LMG if the dash was outright removed.
Edited Dec 11, 2023
e
OP
Advisor
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Monkey Business CO
Dec 11, 2023 5:55 PM
Tactical wrote:
The dash is what makes the class OP but also viable, without the dash it would be kind of useless even with the armor. Right now it fills every role and even with poor decision making (Dave) the class is extremely hard to kill with multiple get out of jail free cards. Personally I wouldn't play AT o ...
agreed I think the dash is what makes it viable as well. So removing the inherent movement speed still allows it to maintain its identity.
K
King
Clique
Dec 11, 2023 6:03 PM
There are other options outside of dash and speed that can be looked at for adjustment.
m
Referee
⭐ x4
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Kays Krew 3
Dec 11, 2023 6:06 PM
How much of a movement speed increase does AT get currently?
e
OP
Advisor
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Monkey Business CO
Dec 11, 2023 6:21 PM
King wrote:
There are other options outside of dash and speed that can be looked at for adjustment.
I’d rather keep it simple at the moment. The dash gives the outplay potential as wel as closing ability so its bullets can hit people falling. Again going back to the identity thing. As for how much Imovement speed I’m not sure but it’s definitely faster than marine at base speed.
H
hvk
League Analyst
⭐ x7
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Gentlemen
Dec 11, 2023 7:03 PM
what is the armor difference vs marine
K
King
Clique
Dec 11, 2023 8:20 PM
Marine has no armor
AT has 1 ignore on kinetic and explosive, 30% kinetic mit, 50% explosive mit.
Instead of changing mobility on the class made for mobility, my thought was to explore armor values first.
E
ER
💎 x7
Dec 11, 2023 8:27 PM
+1 King. Does AT need armor? Would AT with marine hp work? Or add additional hp?
M
Mecca
League Analyst
💎 x10
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Gentlemen
Dec 11, 2023 8:39 PM
yeah moving down explosive armor to like 25 and kinect to 15 would probably be a great place to start
AT is the only class that can just walk through a nade or direct law, but then can dash at you and blow you up with OP weapons.
I don't mind the dash/mobility/op weapons but with that much armor a marine pretty much always loses 1v1
K
King
Clique
Dec 11, 2023 8:40 PM
Had armor in there just so they couldnt be OHKO'ed by naders and LAWs, but also gave them some kinetic so they do have a chance to get in and get out without being at 5hp. Nader SG was moved to Bypass when we first made the changes so they were the only class to 2-shot an AT, but that change got reverted by mistake preseason.
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Ljenks
Dec 12, 2023 9:11 AM
Nerf Auto pistols back to the range there suppose to be and Im fine with keeping dash.
O
Oct
🤝
Dec 12, 2023 3:33 PM
My suggestions -
Remove any inherit speed bonus on the class.
Remove armor but give it 100 HP.
Additional suggestions for QoL
Let me rework dash to use energy and give it an energy cell similar to medic. This would help us balance the dash and make it much more predictable for users rather than the painful to time reload it has now.
The grenadier shotgun is trash and should be reverted anyways - I believe there is a minimum range on the red shotgun. I have other ways to balance Nader I’ll suggest/ put up for test soon.
M
Mecca
League Analyst
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Gentlemen
Dec 12, 2023 3:44 PM
those all sound like awful ideas
dash on a cool down is fine,
reduce range on DUAL AUTO a bit
Have sniper/ripper/naders 40s do bypass to counter it
reduce armor by half
K
King
Clique
Dec 12, 2023 5:07 PM
And thats why Oct was never asked to assist in reworks
e
OP
Advisor
💎 x13
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Monkey Business CO
Dec 12, 2023 5:13 PM
Mecca wrote:
those all sound like awful ideas
dash on a cool down is fine,
reduce range on DUAL AUTO a bit
Have sniper/ripper/naders 40s do bypass to counter it
reduce armor by half
so long as the bypass doesnt affect how much damage other classes take from it that would work. or if the easiest solution is to remove armor entirely so that the bypass buffs on the other classes doesnt increase dmg to say meds / marines then go with that.
K
King
Clique
Dec 12, 2023 5:15 PM
Wont affect anything but armor users