I'm with you. When the other team has a halfway decent engineer it completely screws up the entire flow of the game. His gadgets either need to be toned down significantly or have to be removed altogether.You just need one engineer per side to fuck up the Squad spawn system. As long as a UAV is in the air, squad spawns are blocked, and you can basically cut down a whole teams reinforcement with a drone (plus having the surviving ones painted red through all walls and geometry.
on Pipeline you can basically completely deny squad spawning for pretty much 50 % of the map with a single UAV. UAVs need a serious tweak. Either let them have less range or limited air time. At least let people spawn in on squadmates that are compromised by Intel, or just get rid of squad spawns entirely.
With the small nature of the maps, squad spawning isn't really all that usefull either as it takes about 30 seconds max to reach any given point on pipeline from both spawns for example. And with the run and gun nature of the current gameplay, spawning at your squad will most likely result in an immediate death through portable nukes and laser Tag AR fire.
I've just finished a match where both sides agreed to not use grenades, UAVs or Recon grenades, and boy did the game increase in intensity. Without all the needless clutter and the borderline idiotic gadgetry the game actually became tactical. Too bad that Ubisoft is seemingly more interested in throwing every possible gadget and overpowered crap at players than to focus on the main gameplay.
Tony Peters ‏ @OnlyTP3 @RedStorm any night maps or snow maps in the game?
22 Apr Red Storm ‏ @RedStorm @OnlyTP3 I don't want to spoil anything, but there is variation in the map conditions.
Scout and Engineer classes need buffing. I'd suggest giving the Scout sensor grenades, as that makes infinite more sense for the class than the default flashbangs. Also, I'd buff the scout's invisibility as well, it's kind of weak.
The Engineer needs a tonne of work. Shotguns are useless and need a major buff, I also think they should improve the accuracy of the SMG's.
im going to go out on a limb and guess the ACR is overpowered so that noobs can actually compete with players with the higher level guns.
so far the 417 is the only unlockable I like more but the ACR is still actually better imo.
Im betting a fully upgraded engineer and scout are better than an upgraded rifleman.
The game could be perfectly balanced when everything's unlocked, but we wouldn't know.
Intel is the ENG's thing, sensor grenades belong with them. Shotguns are far from weak and 1shot pretty much everything, even at medium range (when scoped).
Scouts move faster than the other two classes when an SMG is used, and can 1 shot at range when a sniper is used. Camo is available for them on the move later in the leveling process.
The only thing that needs to be toned down in this game is the effectiveness of the rifles and the grenades.
Agree completely.
Here's a 360 code I randomly got as a Raptr prize, despite not using Raptr in quite a while!
Quote to see. Grats to whoever takes it!
Also have to agree.
Nobody seems to be using scouts the correct way.
Also mentioned earlier a good engineer can really screw another team over.
Its the same concept as an LMG rifleman. you would think his job is just killing enemies but its actually 100% about suppressing them so either a team mate shoots them or your team can move up. thats why you get nearly as many or more points without the kill.
Scouts aren't 'Snipers' their job is to sneak past the enemies and discover the hidden ones. a scout shouldn't engage anything head on besides another scout.
also help your team by hiding near an objective and don't kill till its 90% taken by the enemy allowing your team a chance to group/set up.
their sniper is for long range viewing with the added ability of killing. also pick your shots, don't go firing like crazy if you miss, if you do your failing your classes roll.
I do think scouts should have more upgrades for dealing with engineer's stuff though.
If that's how scouts are supposed to play, that doesn't sound fun at all... or helpful to the team. When do they get points exactly? The 30 so XP when someone spawns on their prone body? Have fun leveling up I guess.
You can't sneak for shit because the camo is so obvious. Like I said earlier, I can spot that camo before I can spot a regular person and moving while cloak isn't unlocked until later so how do they sneak in the beginning? They can't lol. Trying to play scout like you described will just result in you getting smoked by a rifleman over and over.
The problem is scout isn't very useful. I don't know what it looks like with unlocks but there should be a clear picture of its role even without unlocks (which there isn't). Rifleman can kill and having at least 1 engineer to spot is invaluable. But scouts? lol
The problem is SMGs are awful. Right now, riflemen are as effective at range as scouts and way more effective than everything short of a shotgun in close ranges. I think you really downplay the importance of killing people.How much help to the team would a rifleman be without nuke grenades(hate them though). all he does is shoot and get shot.
scout can do the exact same with an SMG for CQC or if he is skilled with a rifle at range, with the added ability of being invisible(if used correctly)
if you're a sniper stay far away hidden but in view of the objective, if SMGing stay as close as possible but safe from grenades.
1 single guy with eyes on the objective is better for the team than having a one man army run in alone get it and die.
All the scout really needs is to be invulnerable to engineer's gear.
Engineers are actually the most useful class for team work , UAVs really help, 2 sensor grenades that cover a huge portion of Pipeline, or the computer that lets you hack alot faster.
ps Im not trying to argue with anyone just my feelings on the subject.
Also this is funny. You're never safe from grenadesif you're a sniper stay far away hidden but in view of the objective, if SMGing stay as close as possible but safe from grenades.
I think the Engineer is really the only balanced class.
The UAV is great, and really helps your team. But while you're using it your effectively useless in regards to actually directly engaging the enemy, and you're an easy target since you're idle. The UAV can also be easily shot down.
To counter this I noticed the main weapons the Engineer uses is pretty much shit when compared to the weapons the Rifle class has.
The scout should get better armor, I think that's a nice, easy and simple way to improve the class without drastically changing too much.
I played a match and immediately it feels like the old GRAW MP.
I just wish the big co-op mode was still in the game, because that would be my go to mode. Too bad.![]()
Haha, that's fair. I only played a single match before shutting it off and I was immediately reminded of the time I spent playing GRAW2. Maybe that'll change if I play more of it.It's funny how people's opinions differ. I thought it felt absolutely nothing like any of the previous ghost recons which totally turned me off from the game.
The game is now "done and dusted as to what's on the disc", Jacob added, but Ubisoft Red Storm will work throughout the beta period on tweaking settings for the final version. "It's the first time we'll be getting such a wave of feedback on how things are tuned, how the weapons are tuned. These are things we can fix."
Looking further to the future, a raft of Future Soldier DLC content appears to be on the way. "There will be more game types coming," Jacob revealed. "These will be paid-for DLC." Details of these are under wraps, but in the long term Ubisoft plans to offer "obviously maps, new guns, new modes", Geoffrey added. "And maybe more stuff to come... we'll see."
Haha, that's fair. I only played a single match before shutting it off and I was immediately reminded of the time I spent playing GRAW2. Maybe that'll change if I play more of it.
lolWell they left the spawn camping intact. lmao
lol
Hey, if you get spawn camped, you probably deserve to lose!
I don't know about that. The maps are so small that sometimes you just get a bad roll. In the last game I played the objective was right outside the other team's spawn. We happened to control it and just push their shit into their spawn. At that point (I'm playing with all randoms), the intention wasn't to spawn camp but the game pushed us into a position where holding the spawn camp was the best way to win the match and there was no way the other team could push back out.
It doesn't help that there are very few options you have to push out of a spawn point. Say the next objective randomly spawns behind where the spawn camp is being held. Sure a player can run past everyone and hope they survive but then teammates can't even spawn on them because it is too close to the objective lol. If you get objective spawn camped, it's likely the next point will be closer to the other team's spawn and then they just have one person cap it while holding the spawn camp and you essentially lose.
So you're right, if you get spawn camped you'll lose and from my sample of the beta, more often then not you're going to get spawn camped when you lose.
Woah people with framerate issues:
probably not getting fixed. I wonder if the lag can even be addressed at this point.
also:
Yikes..
Well they left the spawn camping intact. lmao
Scout and Engineer classes need buffing. I'd suggest giving the Scout sensor grenades, as that makes infinite more sense for the class than the default flashbangs. Also, I'd buff the scout's invisibility as well, it's kind of weak.
The Engineer needs a tonne of work. Shotguns are useless and need a major buff, I also think they should improve the accuracy of the SMG's.
Lol I been doing it with double tap. Thanks aswell that makes it alot easier.
Someone said on Ubi's forum that it is confirmed these are the only weapons in the game.(besides the M14 & AK47)
Major disappoint imo. GRAW 2 had about
20 ARs
9 LMGS
12 Snipers
and 5 Handguns
hope we get more as DLC at least.
quote to show 360 key
I played a match and immediately it feels like the old GRAW MP.
I just wish the big co-op mode was still in the game, because that would be my go to mode. Too bad.![]()
Also have to agree.
Nobody seems to be using scouts the correct way.
Also mentioned earlier a good engineer can really screw another team over.
Its the same concept as an LMG rifleman. you would think his job is just killing enemies but its actually 100% about suppressing them so either a team mate shoots them or your team can move up. thats why you get nearly as many or more points without the kill.
Scouts aren't 'Snipers' their job is to sneak past the enemies and discover the hidden ones. a scout shouldn't engage anything head on besides another scout.
also help your team by hiding near an objective and don't kill till its 90% taken by the enemy allowing your team a chance to group/set up.
their sniper is for long range viewing with the added ability of killing. also pick your shots, don't go firing like crazy if you miss, if you do your failing your classes roll.
I do think scouts should have more upgrades for dealing with engineer's stuff though.
I felt the same when I fist played the beta, but last night I put GRAW2 in and was absolutely shocked at how outdated it is.
GRAW2's story gameplay does still feel similar though.
also people thinking GRAW looked better go back and play it. Story and MP look like a PS2 game in comparison.
As for my suggestions to balance the three classes: [B said:Rifleman[/B]
Body armor be part of their equipment/instead of frags.
Lower the Area of Effect on Frags by at least 50% as well as their lethality range to 60% of their current range.
Alternatively make Grenade throwing a more time consuming action, to make their usage a more strategic element instead of a twitch reaction.
Lower the base damage of ARs by 1/3
Lower the initial accuracy rate on ARs when snapping into ADS for the first 0.30 seconds
Lower long range accuracy.
Increase the time it takes to go from 3rd person into ADS
Crank up Recoil on Fully Automatic Fire drastically.
Increase Recoil while Moving
Engineers
Increase Ammo for SMGs
Decrease the Sensor Grenade Radius
Cooldown for UAV spotting or Time limited UAV use (1 or 2 minutes) per life
1 UAV per team at any time.
Faster Objective activation for Engineers (about 50% faster than any other class)
Scouts
Better Camouflage that doesn't telegraph your position instantly. Same movement restrictions apply of course.
Access to team and objective centric gadgets. Either sensor grenades, jamming devices or mines. (claymores, emp, jammer, tazer, laser triggers) from the start of the progression tree.
Higher supression capabilities to support forward elements.
Ability to tag enemies on sight (with cooldown, 3 per minute max, tag lasts for 10 seconds after leaving line of seight)
General suggestions:
Losing ADS when shot or supressed,
lower hip fire accuracy for Snipers and ARs
higher hip fire accuracy for SMGs
Squad spawn not blocked by Intel from UAVs but by other means (maybe a gadget for Scouts or Engineers?)
Slower Movement according to equipment selected. (The more power, the slower the base speed becomes, blocking sprint at certain levels)
Better spawn exits with less chance of spawn camping (instant spawn switch or additional alternative spawns on other sides of the maps)
Moving objectives away from spawns.
I didn't even apply for the beta and Ubisoft just emailed me a key. I guess I'll have to check this out tonight.
Impressions look to be good in this thread.