Hey guys, I thought I'd try my hand at an operator tier list. I think it's somewhat delusional to suggest that this game is perfectly balanced, while I think everyone is perfectly lethal, I think in terms of abilities, there are certainly some characters that have more overall utility than others. Let's discuss this.
S tier
- Thatcher - Thatcher might not always prove essential, but when faced with the possibility of jammers, shockwire, anti-projectile and reinforced doors completely locking you out of a room, being able to instantly destroy all of that has tremendous utility, and immediate synergy with anyone on your team using aggressive electronics (e.g. Ash, Thermite, Fuze, Twtich). His assault rifles are also very capable firearms, downing targets fast at mid to long range.
- Thermite - Thermite's ability can change the shape of a match within seconds, hugely influential, providing multiple avenues of attack where there would otherwise be none, allowing your team to spread risk across multiple entry points.
- Fuze - Fuze's ability can be unpredictable, and fatal. Often thinning the encamped enemies from the objective room. Meanwhile he is also equipped with a shield, capable of drawing enemy fire, or if you prefer a more offensive playstyle, an assault rifle, or LMG, the later of which capable of shredding through walls and laying down surpressive fire.
A tier
- Pulse - I initially dismissed Pulse's heart beat sensor as relatively useless, the sensor doesn't track enemies as precisely as in some games, but when used correctly it can provide incredibly valuable intelligence to your and your team. You can know how many enemies are approaching the other side of a wall, if they've changed their approach and decided to retreat, which window they're approaching from a rappel. It's very handy and syngerises well with all classes you communicate with.
- Blitz - Blitz has a shield, and that makes him remarkably useful in drawing enemy fire, and pushing with a team. Additionally, as he pushes into a room he can flash enemies, which gives him the edge in close encounters.
- Castle - The reinforced barricades he provides halt enemy progress, forcing the use of a breach. This means no quick shots through a doorway, having a door locked down with castle, means that you will get ample opportunity to react to the breach.
- Bandit - With similar utility to mute, bandit can lock down corridors with electrified razer wire, or prevent breaches on metal walls. He's especially useful when preventing the enemy drones scouting the objective.
- Montagne - His ability doesn't have that much of an influence on the game. Being able to stand up with your shield isn't as useful as one might think, as you can't fire in this position, and you obstruct allied shots. Still, Montagne has a shield, and that gives him considerable utility in drawing enemy fire and enabling allies to push into dangerous areas of the map when collaborating with other teammates.
- Sledge - Can be very useful in opening up an absurd number of additional avenues of attack. Very good for running distraction, while being equipped with a good arsenal of weapons and medium armour.
- Rook - Rooks armour can be a life saver, allowing you to take a little extra damage, and increasing the ability of the DBNO status. Meanwhile he himself, is very well armoured and equipped with decent weapons for close quarters. Has high synergy with Doc, who can revive players that benefit from the increased DBNO odds.
B tier
- Jager - His anti-projectile devices help you reinforce the objective area, and prevent you being cleared out by frags and flashes. This can be very helpful in some of the smaller, more confined objective locatons. Still, you will experience many games where Jagers ability has no substantial impact on the match.
- Doc - Doc can be useful from time to time, but in most cases, players that go down, die almost immediately. Therefore the revival ability doesn't come in handy all that often.
- Ash - While being able to breach from a distance is helpful, this isn't something other characters can't do with firearms or grenades where required. It's rare that players need something breached at a distance, yet can't do it themselves via other means, and therefore.
- Kapkan - Entry denial devices serve as a good deterrent, and can earn kills against bad players, but it's rare that they are influential on the outcome of a match.
C tier
- Twitch - Twitch is difficult to use effectively. Her drone can take out electronics, but only individually. It struggles to take out electronics in areas where taking out electronics would be important, as players are liable to kill the drone quite quickly around the objective area. Thatcher can do her job, with considerably greater efficacy.
- Glaz - Glaz can get some nice long ranged kills, but there are simply too few scenarios that this is viable. Once indoors, he isn't capable of doing anything that every other operative, already is. Additionally, due to the OHK capability of every weapon on headshots, most ACOG equipped assault rifles can match Glaz at even mid-long ranges.
- Smoke - In most cases if you were to place a remote gas grenade as a deterrent, if you had placed a nitrocell you could have landed the kill. Gas grenades do not typically kill anyone and more universal devices (nitro) can serve as an equally effective deterrent.
- IQ - Her ability allows her to see electronics, but any drone or player can do the same. Usually when an electronic presents a problem, it's quite evident and IQ just isn't required. The low armour doesn't help her survivability either.
- Tachanka - His deployable LMG packs a punch, but as does everything else in this game. It's difficult to get good utility out of the weapon and due to the frequent desire to stay on the emplacement it can render you very vulnerable to attacks when enemies expect you, frags or fuze's ability.
Guide
S super additions to your team, almost feel essential in regards to their utility.
A great characters, providing a substancial asset to your team
B modest utility, these characters are either 'okay' all around, or their utility only comes into play in specific scenarios
C these characters are typically selected less, as its often difficult to find a significant use for their abilities
How is this in comparison to your views?