WhoooaaAAA
Thoughts
I've been calling the mark time for cloaked people way too long since day 1, but these combined nerfs seem kind of harsh. I hate cloaked people as much as anyone, but reducing battery AND making them easier to mark AND losing stealth when they get hit is a bit harsh. Even one of the three would be good, but all 3 are a bit much. If they just lost stealth when hit, for example, I should shoot them once and then mark them in a second for the entire team. Oh well!
Fine with all of that.
Good, as it should be!
Impartial to this, but we'll see. It already feels like a lot of Scouts are shit at marking and are going to Serval headshots all game so improving sniping AND making marking more of a Scout-exclusive thing might be bad overall.
Fine, basically irrelevant change.
Probably fine. Maximum stamina increase is maybe weird.
Many people wanted this but I think it might become semi-useless now. It was pretty annoying but it was generally an annoyance only. Even if you put multiple people to sleep, unless you were really close there's like 0 time to fulton sleeping people, and there's no indicator to teammates telling them an enemy is asleep.
I guess I'm fine with that. UN-AAM is nonsense at range, but getting into a firefight with someone and losing to the MRS is stupid so fine.
RIP. Better not be 1/2 for e. locators.
RIP.
In summary, mostly good I think, but nerfs to Infiltrators might be a bit much (saying this as someone who hates them, generally) and reducing marking capabilities of non-Scouts while buffing Snipers might mean a lot of Scouts going to youtube Serval montages and not actually marking.
Thoughts
To achieve better balance, stealth camo will temporarily be disabled when taking damage. Battery life will also be decreased. Players using stealth camo are extremely hard to mark when when using the Int-Scope/Binoculars; therefore, the time required to focus on a player using stealth camo, in order to mark them, has been shortened.
I've been calling the mark time for cloaked people way too long since day 1, but these combined nerfs seem kind of harsh. I hate cloaked people as much as anyone, but reducing battery AND making them easier to mark AND losing stealth when they get hit is a bit harsh. Even one of the three would be good, but all 3 are a bit much. If they just lost stealth when hit, for example, I should shoot them once and then mark them in a second for the entire team. Oh well!
CQC will be adjusted and better considered a special skill for the infiltrator class. Some machine guns and launchers will no longer be usable by Infiltrators. To offset this, shotguns will be made exclusive to Infiltrators.
Fine with all of that.
As mentioned, the "E.LOCATOR" will be changed to be a Scout-exclusive item.
Good, as it should be!
Weapon sway in first person will be reduced overall, making it easier to aim at enemies with a sniper rifle.
Impartial to this, but we'll see. It already feels like a lot of Scouts are shit at marking and are going to Serval headshots all game so improving sniping AND making marking more of a Scout-exclusive thing might be bad overall.
Shotguns will now become Infiltrator-exclusive, launchers will become Enforcer-exclusive, and Scouts will no longer be able to equip either.
Fine, basically irrelevant change.
Thus the Enforcer's maximum health and stamina will both be significantly increased.
Probably fine. Maximum stamina increase is maybe weird.
The non-lethal offensive capabilities of the "ISANDO RGL-220" were quite overpowered. To maintain class balance, the damage, number of rounds, and firing speed of the "ISANDO RGL-220" will all be reduced.
Many people wanted this but I think it might become semi-useless now. It was pretty annoying but it was generally an annoyance only. Even if you put multiple people to sleep, unless you were really close there's like 0 time to fulton sleeping people, and there's no indicator to teammates telling them an enemy is asleep.
As a result, the Enforcer's machine guns are largely unused despite being highly class characteristic weapons. The amount of recoil will be decreased and their handling will be improved. The damage dealt to mechanical targets such as the walker gear will also be increased so machine guns will be effective as anti-mecha weapons.
I guess I'm fine with that. UN-AAM is nonsense at range, but getting into a firefight with someone and losing to the MRS is stupid so fine.
Due to the high carry capacity of the "E.LOCATOR," "STUN GRENADE," and "SLEEP GRENADE," these support weapons would often be spammed constantly during a match. Thus, we will reduce the carry capacity of these support weapons.
RIP. Better not be 1/2 for e. locators.
Now when a player from the same team Fultons an enemy, the Fulton balloon and the enemy attached to it will be invulnerable, making it impossible for players in the same team to interrupt an ally's Fulton recovery.
RIP.
In summary, mostly good I think, but nerfs to Infiltrators might be a bit much (saying this as someone who hates them, generally) and reducing marking capabilities of non-Scouts while buffing Snipers might mean a lot of Scouts going to youtube Serval montages and not actually marking.