Razgriz-Specter
Member
But right now the Scouts can't do that. The cloak is pretty much a huge poster sign to reveal your position. Scouts can't scout as they have no real gadget to do that, they are inferior to both the power of the Rifleman class, and the team role of the Engineers.
I agree that Scouts shouldn't be the killcount class. I guess no one asks for that, but at least give Scouts anything to help the team. Anything at all. Make them integral to teamplay instead of completely obsolete.
If they cut out the scouts, nothing would change. Nothing.
As for my suggestions to balance the three classes:
Rifleman
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.
After playing the Beta extensively I still stand by my assertion. The basic gameplay is incredible. It's the best playing Ghost Recon so far. Yet the added clutter and class system is currently broken and needs serious fixes before release.
The SP holds up better than the MP graphically, but concerning GRAW2 being outdated
In terms of basic controls and animation, absolutely. In terms of balance and as a tactic shooter, GRFS currently doesn't even hold a candle to GRAW2s MP.
If they fix the balancing issues though GRFS could become vastly superior in that department as well (hell a barebones mode with no drones, no Augmented REality crap, no camouflage for scouts could allready be vastly better)
Agree with everything but rifleman's armor being gear/equipment. What would even be the point in wasting a slot on it when everyone will just have armor piercing rounds equipped anyway?
And yeah thats what I was talking about in GRAW2 feels like a robot or something in the controls and animation, just feels stiff and unresponsive.
never really noticed that back then and didn't realize till now what a jump FS is in that department.