Pibborando San
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- Jul 2, 2004
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So, I've played DoD:S for more than few hours since it was released yesterday, and I've had a lot of fun with it. Graphics = great, sound = uber-great, and HDR = omg nerdgasm.
Despite it being a pretty solid package, there are still things, I feel, that could be improved, specifically with the weapons/classes.
This thread is for suggestions for changes or adjustments that you would like to see made to the weapons/classes for better balance, and better gameplay in general.
Here are mine:
Rifleman - Status: Underpowered
Not having a pistol or the ability for some rifle-butt to the face action limits the Rifleman's affectiveness IMO. Rifle grenades are a cool trade-off, but I have a possible solution. I say that we should be able to choose between either a pistol or rifle grenades when we select Rifleman. This would accomidate more play styles and add some more tactics to the mix. I also think that the iron-sight mode is next to useless. With this game's fast pace, having the iron-sights be as slow and clumsy as they are doesn't help the Rifleman at all.
SMG - Status: Well Overpowered
The SMGs are down right rediculace. They are super fast, while being quite easy to control and quite accurate. I was surprised how easy it was to kill people with the Tompson, even at long range. And in close quarters? Well, they just dominate. And on top of that, you get a smoke AND frag grenade? Please.
Support - Status: Just right
I don't see anything too good or bad about this class. It feels fine to me.
Sniper - Status: Undecided
I was surprised at just how long it took to get in and out of scoped mode on the sniper rifles. Definately longer than any other game I've played, but I'm not sure whether this is good or bad. It can be bad because it's very hard to react quickly. But I can see it as a good thing, because now maybe more people will use the sniper class like... oh I don't know, snipers! instead of rushing into battle and popping off headshots in split-second time (ala CS:S).
Machine Gunner - Status: Overpowered
The main problem with the MG class is how fast you can deploy and how little recoil their is once it's deployed. Because of this, people can use MG like an assault class, rushing in, deploying, and mowing everyone down, all in a few seconds, instead of a supporting role, which I think would be better. If they made deploying take, maybe 2 seconds instead of 1, and added atleast SOME recoil and shake when you fire it, that would help a lot. Kind of like in CoD, when you used a machine gun inplacement, it would shake violently, and the muzzle flash would block most of the screen. Something like that would make MG in DoD:S a bit less godly, and perhaps even more intense. I've also considered the possibility of getting rid of the MG's pistol, so the class is more fucused on actually using the MG.
Rocket - Status: Overpowered*
*I used an asterisk because I don't feel it's the bazooka or panzerfaust that is overpowered, but the sidearm. I mean, US gets a frickin M1 as a SIDEARM! And I've killed more people with that than I have with the Garand! Germany gets the Mauser C-96 (right?), but it's still pretty darn good. Not sure what I'd suggest, other than a different sidearm. Not sure what though.
Now it's your turn to suggest what changes can be made to improve DoD:S's balance and gameplay.
Let's not turn this into a flamewar please. If you disagree with someone elses suggestions, like my own, explain why.
Despite it being a pretty solid package, there are still things, I feel, that could be improved, specifically with the weapons/classes.
This thread is for suggestions for changes or adjustments that you would like to see made to the weapons/classes for better balance, and better gameplay in general.
Here are mine:
Rifleman - Status: Underpowered
Not having a pistol or the ability for some rifle-butt to the face action limits the Rifleman's affectiveness IMO. Rifle grenades are a cool trade-off, but I have a possible solution. I say that we should be able to choose between either a pistol or rifle grenades when we select Rifleman. This would accomidate more play styles and add some more tactics to the mix. I also think that the iron-sight mode is next to useless. With this game's fast pace, having the iron-sights be as slow and clumsy as they are doesn't help the Rifleman at all.
SMG - Status: Well Overpowered
The SMGs are down right rediculace. They are super fast, while being quite easy to control and quite accurate. I was surprised how easy it was to kill people with the Tompson, even at long range. And in close quarters? Well, they just dominate. And on top of that, you get a smoke AND frag grenade? Please.
Support - Status: Just right
I don't see anything too good or bad about this class. It feels fine to me.
Sniper - Status: Undecided
I was surprised at just how long it took to get in and out of scoped mode on the sniper rifles. Definately longer than any other game I've played, but I'm not sure whether this is good or bad. It can be bad because it's very hard to react quickly. But I can see it as a good thing, because now maybe more people will use the sniper class like... oh I don't know, snipers! instead of rushing into battle and popping off headshots in split-second time (ala CS:S).
Machine Gunner - Status: Overpowered
The main problem with the MG class is how fast you can deploy and how little recoil their is once it's deployed. Because of this, people can use MG like an assault class, rushing in, deploying, and mowing everyone down, all in a few seconds, instead of a supporting role, which I think would be better. If they made deploying take, maybe 2 seconds instead of 1, and added atleast SOME recoil and shake when you fire it, that would help a lot. Kind of like in CoD, when you used a machine gun inplacement, it would shake violently, and the muzzle flash would block most of the screen. Something like that would make MG in DoD:S a bit less godly, and perhaps even more intense. I've also considered the possibility of getting rid of the MG's pistol, so the class is more fucused on actually using the MG.
Rocket - Status: Overpowered*
*I used an asterisk because I don't feel it's the bazooka or panzerfaust that is overpowered, but the sidearm. I mean, US gets a frickin M1 as a SIDEARM! And I've killed more people with that than I have with the Garand! Germany gets the Mauser C-96 (right?), but it's still pretty darn good. Not sure what I'd suggest, other than a different sidearm. Not sure what though.
Now it's your turn to suggest what changes can be made to improve DoD:S's balance and gameplay.
Let's not turn this into a flamewar please. If you disagree with someone elses suggestions, like my own, explain why.