PjotrStroganov
Member
Sectus said:After playing the game for quite a bit (Ive played around 100 matches total), there's some things which is starting to really bug me about the basics of the game. I'm curious what other people think.
-Camping. This is mainly about matches where you have machine gunners vs machine gunners only (although the same thing is possible if there's only shotguns guys left too). If you stand still in a small room where you can look at each entry point, absolutely nothing can kill you. Even if multiple guys enter the room at the same time, it's likely one machine gunner will multiple before dying.
It's annoying that such a simple tactic is undeniably the best one. And this type of situation isn't that uncommon. Sometimes you'll get matches where both sides have only machine gunners, or the match will evolve into a situation where both sides only has machine gunners left.
I'm not sure how this could be fixed, but there's probably multiple options. Maybe let each machine gunner spawn with a single flash grenade. Works like normal grenades except its range is shorter (both the throwing and explosive range), and instead of killing it stuns a unit for 1-2 seconds. That would be an effective way of reducing the advantage of camping.
-Micromanagement. Some certain type of orders is a hassle to set up. For instance if you want 2 or more units to move at the same in a turn (ie, they both move up to a wall independently, and then you want to them to enter a room at the same time), you'll need to fiddle with the timer until it's perfect for both units. Similar thing if you want repeated orders during the same turn (like a unit periodically ducking and standing, or periodically looking in 2 different directions).
I have no idea how to simplify those things though, but it would be a godsend to have some kind of UI function to make those kind of orders quicker to set up.
-"Late" grenades. This isn't a major issue, but I think it limits how you can use grenades. As far as I know, there's a set timer of 5 seconds after each grenade where you can't shoot any grenades. This means if you shoot a grenade very late in the turn, it won't explode in the same turn (making it very easy to avoid). It also means that you get the same problem next turn unless you decide to not fire at all for the full turn.
I think this limits what you can do with grenades as the only effective time to shoot grenades is early in a turn. Maybe they could consider resetting the 5 second down time (or reducing it) if it's at the start of a new turn.
-"Check". This is a very minor complaint, but what's the point of ever using it? The unit looks in the direction for way too long. And you can manually order a unit to look in a direction super fast instead. I think it'd work better if the check order only lasted 0.1s or so.
I wish the game was moddable as people could try to implement solutions to potential imbalances that way.
I agree with camping being a hassle. It's punishing the player that is trying to force open the situation.
I personally think micromanagement is part of the charm of the game. It adds to the buildup of the climax.
Late grenades are best avoided by just not throwing one for one turn. It's part of the tactical disadvantage that class has.
Check is handy for when a unit is continuing on sight. Afaik, forcing a unit to aim also forces it to shoot on sight. With check, you can prevent that. It is in fact very useful to check if someone is camping in a room.