Bullet Sponge Meta


[VN] Ragnarok  Member 29 Sep 24 at 6:04am
#1
This is partially a rant post, while also being a genuine criticism over the current meta.

So as of right now (September 29th 2024) from what I've gathered, the current meta involves stacking up as much armour as possible, and slapping some extra armor/health perks to transform you into a mini-Juggernaut,

Now of course, we all adapt to the current playstyle, and find avenues to become stronger with the available tools/resources, except for a couple issues:

- Crafting armour requires mats, which, unless you play the server religiously even when the pop is below 5 people, slaving yourself away at resource nodes, it is neigh impossible to keep up with the demand of mats required to sustain this meta.

- Additionally there's the perks, which either offers you extra armour/health, or gives you an alternative to the insane mat grind, which isn't as powerful, but won't leave you completely defenseless on the field.

This isn't so much of a suggestion as it is a statement of my current view of this meta, which the way I see it makes it impossible for the average joe to even compete against units so stacked with armor, that it takes 3 point-blank shotgun blasts to even crack their armour open, let alone kill them. That tied to the increase in TTK speed via weapon damage buff across the board, means the enemy will be pulverising you before you're able to break through their armour.

The obvious solution would be to run said meta as well, but it becomes an issue when it's niched and locked behind an endless grind more oppressive than OG reputation farming in Warcraft,
Not to mention certain groups of people have better access to mats and credits via activities tied to their subdivision (usually due to their staff having access to a gorillion credits) or server status (We all know the credit magnates)

So it's not a meta you can just follow, making the game unplayable for anyone who doesn't dedicate at least 5h of their day to the grind, or has access to special resource avenues.

But of course I'm just coming back around, but I've seen a couple other people complaining about this, so I have to assume it's not just me. What are yall's thoughts on it.

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Kratek  Member 29 Sep 24 at 8:11am
#2
I'll make it known my own distaste for fighting 4(6)(7)00HP/200AP moving bricks of classes, because again - outside of standing on objectives like a goober, which anyone can do: the objective is to close and defeat the enemy.
Capturing points is the thing that actually affects reserves, and while that's dandy - you have to be able to kill the enemy to actually keep them off of the points.

UNION 09 & RF PVT Shitnuts 9000 might be able to chew through 4(6)(7)00/200 if there's enough of them, sure, but on the other hand they'll be absolutely obliterated assuming there's equal numbers.
Worse yet, is when an entire group of people are stacked in this fashion - and it only compounds the more people there are, worse yet paired with medics.
With that in mind, a lot of people's answer for the longest time to this "meta" was responding with their own "meta" which was RAMPAGE; why try to match another class with inherently higher statistics in their own playing field when you could just mitigate their defences entirely. Well we can't do that anymore either, so now everyone's just fucking slugging it out standing face to face at point blank very unimpressively trying to murder one another with their supposed peashooters, as even with a fifty round magazine - it can, and often does take the entire magazine to drop a singular target; reloading in combat means you're as good as dead and you better hope that the other dude doesn't have an entire team!

I don't even have to really talk about how new players are completely unprepared against things like bloodthirsty, not only because of lack of knowledge - but also because in some situations, there's absolutely fucking nothing stopping someone from holding W+M1 into your entire point hold and obliterating you ESPECIALLY when they have fucking ONE THOUSAND EFFECTIVE HEALTH. There are mountains upon mountains of ways to increase your survivability, while things that benefit offensive potential have slid directly into the shitter.

I have never, not once looked at my ACA's durability and been happy. I get the point of things having low durability, to try to make the resources and economy move and actually change hands, at the same time some of the more prolific gear sometimes costs 50x of a RARE resource; and, or uses 15/20 of a super rare resource like ballistic fiber. Of course, even better, is being one hit killed by a helicopter rocket - being one hit killed by a sniper watching my particular route out of spawn borders, and all of the other goofy shit that happens that completely invalidates that investment I made.
[DEFN] Sentinel  President 29 Sep 24 at 9:11am
#3
If you've got suggestions for a solution, I'm all ears
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Kratek  Member 29 Sep 24 at 9:47am
#4
I won't pretend balancing is easy, nevermind with all the minute details interwoven between what one class can equip and another cannot - what each is given and others not.
I think this is an important discussion for the community to have, and while I'd like to offer my own thoughts towards a solution - I'd actually like to hear how people feel on this more broadly before making bold generalizing statements that may not represent any one majority: there's no point in making a change if all it produces is vitriol.
bee21  Head Administrator VIP 29 Sep 24 at 10:31am
#6
I think it would be good if the armor points diminished as the items get heavier + heavy inventory weapons are reduced to 8 cw because right now i barely see anyone using inventory weapons as stacking armor is just more favorable
[DEFN] Sentinel  President 29 Sep 24 at 10:47am
#7
"if the armor points diminished as the items get heavier"

What exactly do you mean by this
Pepoh  Certified Gamemaster VIP 29 Sep 24 at 11:00am
#8
This might be bold, but it think turning the AP value into a class stat and change the armor items into giving you damage resistance could help.
Bee's suggestion is also cool, I stand with the idea that no class should have 5/6 CW and that no inventory weapon should weight 9 if it isn't strictly necessary.
[VN] Ragnarok  Member 29 Sep 24 at 11:08am Edited
#9
(29 Sep 24 at 11:00am)Pepoh Wrote: This might be bold, but it think turning the AP value into a class stat and change the armor items into giving you damage resistance could help.
Bee's suggestion is also cool, I stand with the idea that no class should have 5/6 CW and that no inventory weapon should weight 9 if it isn't strictly necessary.

That would make people even tankier, they'd be stacking their class armour to perks and damage resistance. People running Nightlord would become walking T-90s

If perks were not locked behind thousands of credits, perhaps instead tied to levels (ex: you reach lvl 20, you unlock certain perks),
On top of that, have multiple materials drop based on RNG by simply capturing points, and remove the mechanic where you lose mats when you die.

With both these changes, people would be able to unlock perks and armour by simply playing the core gamemode, which is both an incentive to play the game, but also a way to even out the playing field.

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bee21  Head Administrator VIP 29 Sep 24 at 12:23pm Edited
#10
(29 Sep 24 at 10:47am)[DEFN] Sentinel Wrote: "if the armor points diminished as the items get heavier"

What exactly do you mean by this

the armor to weight ratio gets smaller as the weight increases
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