#I'd like to make a balancing suggestion for the Ranger

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hearty matrix
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First of all, please forgive my poor English, there may be a lot of mistakes. So let's get down to business


In SEVERAL TESTS, I FOUND THE RAIDERS TO HAVE a significant WEAKNESS OVER THE OTHER CLASSES. They can't heal themselves like MEDIc, and they don't have more explosives (one has 4 grenades, the other has RPG) than Sappers and support soldiers. I think Raiders lack enough character compared to other classes.

I have a few suggestions that I hope will provide some inspiration for how to improve Raiders:

  1. For example, you can add a special item (the one with the hammer, pick, rope and ammo pack) to the stormtrooper and give him two special item slots, which can create several new ways of playing:

For example 1, you can launch an aerial assault -- with a rope and a sledgehammer, you can use the rope to infiltrate the middle of the building, and then use the hammer to break through the wall (if you've ever played Rainbow Six, you might remember that).
Example 2: If you're not good at it and don't want to be like Example 1, you can also choose to bring a hammer + ammo pack. This is a fairly mundane option, but it works for most ordinary players. Breaking walls when you run into obstacles, resupplying when you run out of ammo, etc. (Now doing only one thing at a time is a painful experience for me, you don't need a hammer most of the time, you need ammo packs, but if at some point you suddenly need a hammer and you don't have..... This is obviously not a very happy thing.)
(ps; I actually use picks more than hammers, so maybe I could try a hammer + pick? This is also a novel way to play)

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While these combinations are only a few items at the moment, more gameplay can be derived as more items are introduced in the future -- speaking of items, I don't understand why telescopes are included in the explosives list??
Maybe you could move it back to the item bar? No one wants to give up a landmine to carry a telescope.
Also, since there is only one position to choose from, I would definitely choose the ammo pack/pickaxe, but if my proposal above is implemented and the commando has two positions to choose from, then I have them all figured out -- look at the building on the opposite side with binoculars, check the position of the player on the opposite side, then dive in with a rope/hammer)

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And there's one other thing that I think is really wrong:
Why do commandos only carry assault rifles? I think submachine guns should be added to the selection sequence.