I wanted to make this post to spread awareness on the issues that we are currently having on CvR, at least on the Rebel side.
During the pasw week+ at least we have been constantly having 4+ EOW and 3+ NPU RIOT online at all times, I do not know how their deployment rules work but it's been making things harder and hard to the point where some of us are getting burnt off.
Last night was a prime example, we've had 4xEOWR, 2xEOWA and 6x NPU RIOT, the end result was the rebels being absolutely massacred with zero chance to fight back.
I don't mind losing, but as long as it is as close as possible to fair on both sides, not struggling most of the time to kill one single player.
If this will continue you will start losing players, including myself. This is not fun anymore, this is just being malicious.
I may be biased towards combine.
I certainly do feel like adjustments are to made to have a more streamlined experienced on both sides. But rebels have been the dominating force for the past few months. Getting to the point where staff and/or affairs even acknowledging the player difference stating "combine are always outnumbers 2:1". Even if they said it jokingly or passing. But thats simply a player number difference.
The same argument can be said about HECU, (in which, i will acknowledge i have made.) and RU.
But thanks to the TTK increase and some balances, its no longer a 1 shot kill gun combine having to suffer through.
And finally, sentinel is a single guy working on the server and balances. Give him some slack. He's been ran through the mud with the community. And he wont get it 100% the time. But he is trying his upmost to make the server the best he can.
This has nothing to do with Sentinel, but more with the CO's of those divisions, and from what I understood we had our people asking them constantly to try to be fair but were blatantly ignored.
We will never have 100% balance, which is understandable but we can try to have common sense and respect eachother to try and find some middle ground that works for both and ensures we keep having fun.
If there's an unbalance you can compensate with 1-2 EOW, but not have 6 on at a time, otherwise you will tip the balance to the other side and we'll be stuck in the same issue.
Last night it was 5+ combine more than rebels, and they still had 4xEOWR, 2xEOWA and 6x NPU RIOT.
Just shoot them better than they can shoot you. Rebel players are supposed to outskill combine ones that's literally the reason we've been winning non-stop for years.
If rebels are being outnumbered, then I can see your argument. (Although, I have to ask. At what time did you play? I usually hop on in the afternoon EST)
No side should completely invalidate your play style and job.
But it goes both ways.
Its either one side stomps or the other over deploys. (In which, im pondering why were EOWA deployed to begin with if the sides were actually in combine's favor.)
But what about your factions pushback jobs?
Or even other units; such as MP Heavy?
I cant exactly say "Your side has always been strong" since that will be disingenuous to you and the rebel faction as a whole.
Without making Dev changes, the only thing i can suggest is getting COs to continue to maintain rebel activity and retention. Combine were and still are mostly suffering heavily from that.
Having EOWR deploy is a disputed and controversial topic. So *trending lightly* on the topic; so long as balances are clear and defined when it comes to faction to faction interactions. They shouldn't be left out and not allowed to play the game. But the same time, not overstep and over deploy. (Not talking about special circumstances; Events)
Although. You are correct, that there will never be 100% balanced. Nor except them to be.
Pushback is that last ditch effort to even have it manageable. But it kinda fails when there is no one to play it.
MP HVY can only defend and cannot cap points, the EOW on the other hand can move freely wherever they want and switch to defense only if there's 10+ more combines on than rebels, and during the active hours that really never happens.
I just see the EOW as a tool more than an active class, a means to try to balance when there's too many rebels for example.
This doesn't need any scriptic nerf, just the CO's having a better cooperation for the best of the server, not one faction.
As far as EOW goes:
- Ever since the parity was broken, and EOW were given a bunch of HP in exchange for having Deployment rules, they kinda shifted back towards being a "pushback class" that isn't as strong as a singular Juggernaut, but is still much stronger than the average joe, specially when they are in numbers (which they encourage and enforce). It was all nice and tandy until they realized that they made a bad deal, and being locked behind deployment rules actually sucked for both gameplay and activity. So instead of reducing their stats to allow free deployment, they worked out a deal that changed their deployment rules to something so lax, that it can barely be called a deployment rule. The result is that EOW is still as strong as a quasi-pushback class, but without any of the restrictions. To top it off, EOWs have been recently taken a taste for running Nightlord, which means most EOWs you fight have 800HP + 25% Damage Resistance. Something I got to experience was an EOW standing still in a window running these perks, being healed by a HELIX, nonchalantly tanking 3 mags of the Dragunov to the face without flinching. Make of this what you will.
As far as EOWA goes:
- This is much simpler and won't require a text wall to explain. Pushback classes are cracked, and so Resistance Special Operations and EOW are HEAVILY encouraged to act on "common sense" to deploy, instead of doing so based purely on technicality. One specific EOWA has been deploying even when combines outnumbered rebels + reserves being around 80/45 (combine favour) based purely on technicality. Make of this what you will.
As far as RIOT goes:
- RIOT has been specially an issue for a couple of reasons, non of which is their fault. Recent TTK change has made RIOT extremely more powerful than usual, for instance, me on HECU CO job with 430HP/200AP being reduced to 180HP/00AP in a single blast. I can't imagine what the average joe is going through when facing them. Additionally, with the recent "armour meta", killing RIOTs has become harder than just breaking their shields, since after that you need to break their armour, and only then start damaging him, which would be fine if not for the fact they can pulverise you in 2 taps max, with a shotgun that (when fully upgraded) has about the same fire-rate of an Origin 12 without any attachments. I will go ahead and congratulate RIOT tho, because this has only become an issue due to their increased activity and excellent teamwork amongst themselves, so as far as that goes, kudos.
- The second point is the fact that Rebels equivalent of RIOT, that being RU, hasn't been much active lately, which means that the only other CQC powerhouse that could compete against RIOT is essentially not there, leaving us completely exposed.
Final thoughts:
- Yeah, it has been more stressful than enjoyable to play on the server, since everything you're fighting is bullet sponges, I made a post going into detail on this matter some days ago. TTK changes have definitely fucked server balance, which isn't surprising. We as rebels have to rise up to the occasion and juggle pieces around to be able to either outpower or outmanouver the enemy instead of complaining it's too hard, we must be the example, not the exception.
(2 Oct 24 at 6:56am)NightlyMoon160 Wrote: Its either one side stomps or the other over deploys. (In which, im pondering why were EOWA deployed to begin with if the sides were actually in combine's favor.)
But what about your factions pushback jobs?
Or even other units; such as MP Heavy?
I'll answer to this part of your message, since the rest is somewhat covered in what I said above.
We can't generalize and say that "EOWA is overdeploying". There is a single EOWA that has been overdeploying, as I stated above, and that has been sinking in the nails even deeper on our ability to do shit.
This becomes even more frustrating when we finally have an LA ready to deploy, and THE MOMENT that we take the point and LA undeploys, we hear complaint by the combines filled with irony/sarcasm
To quote "undeploy? lol?"
And MP HVY isn't a good example, because for some reason I'm trying to figure out, it's locked behind division currency and battalion, meaning that for someone to become MP HVY they need to first join MP and then farm a quantity of divisional curency to even join MP HVY. That I've seen, we have 1 maybe 2 people with access to MP HVY that play on the server, meaning they are a very rare sight. Meanwhile, EOW, the class they'd be "countering" deploy in squads of 3-4 people if not more, which... Is a problem once you consider what I said above. EOW needs to decide if they want to be infantry or pushback, you can't have the stats of a quasi-pushback with the deployment laxity of frontline infantry.
I agree with Ragnarok here, actually seeing Riot being active is wierd to me, a combine main, cuz you never see them that often.
Also a little insight on MP HVY: Shane made it be as it is today, you can either thank or blame him, I don't really care tbh, but I did see MP CO's do MP HVY tryouts for MP's so it's not just dependent on divisional currency (also I'm planning on being in MP HVY just max out the lmg, das really it)
(2 Oct 24 at 9:33am)Lunar Frost Wrote: I agree with Ragnarok here, actually seeing Riot being active is wierd to me, a combine main, cuz you never see them that often.
Also a little insight on MP HVY: Shane made it be as it is today, you can either thank or blame him, I don't really care tbh, but I did see MP CO's do MP HVY tryouts for MP's so it's not just dependent on divisional currency (also I'm planning on being in MP HVY just max out the lmg, das really it)
(2 Oct 24 at 9:33am)Lunar Frost Wrote: I agree with Ragnarok here, actually seeing Riot being active is wierd to me, a combine main, cuz you never see them that often.
Also a little insight on MP HVY: Shane made it be as it is today, you can either thank or blame him, I don't really care tbh, but I did see MP CO's do MP HVY tryouts for MP's so it's not just dependent on divisional currency (also I'm planning on being in MP HVY just max out the lmg, das really it)
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- Kendrick Lamar 2012, F**kin' Problems (feat. Drake, 2 Chainz & Kendrick Lamar)
I wanted to make this post to spread awareness on the issues that we are currently having on CvR, at least on the Rebel side.
During the pasw week+ at least we have been constantly having 4+ EOW and 3+ NPU RIOT online at all times, I do not know how their deployment rules work but it's been making things harder and hard to the point where some of us are getting burnt off.
Last night was a prime example, we've had 4xEOWR, 2xEOWA and 6x NPU RIOT, the end result was the rebels being absolutely massacred with zero chance to fight back.
I don't mind losing, but as long as it is as close as possible to fair on both sides, not struggling most of the time to kill one single player.
If this will continue you will start losing players, including myself. This is not fun anymore, this is just being malicious.
I may be biased towards combine.
I certainly do feel like adjustments are to made to have a more streamlined experienced on both sides. But rebels have been the dominating force for the past few months. Getting to the point where staff and/or affairs even acknowledging the player difference stating "combine are always outnumbers 2:1". Even if they said it jokingly or passing. But thats simply a player number difference.
The same argument can be said about HECU, (in which, i will acknowledge i have made.) and RU.
But thanks to the TTK increase and some balances, its no longer a 1 shot kill gun combine having to suffer through.
And finally, sentinel is a single guy working on the server and balances. Give him some slack. He's been ran through the mud with the community. And he wont get it 100% the time. But he is trying his upmost to make the server the best he can.
We will never have 100% balance, which is understandable but we can try to have common sense and respect eachother to try and find some middle ground that works for both and ensures we keep having fun.
If there's an unbalance you can compensate with 1-2 EOW, but not have 6 on at a time, otherwise you will tip the balance to the other side and we'll be stuck in the same issue.
Last night it was 5+ combine more than rebels, and they still had 4xEOWR, 2xEOWA and 6x NPU RIOT.
Why should we be punished?
No side should completely invalidate your play style and job.
But it goes both ways.
Its either one side stomps or the other over deploys. (In which, im pondering why were EOWA deployed to begin with if the sides were actually in combine's favor.)
But what about your factions pushback jobs?
Or even other units; such as MP Heavy?
I cant exactly say "Your side has always been strong" since that will be disingenuous to you and the rebel faction as a whole.
Without making Dev changes, the only thing i can suggest is getting COs to continue to maintain rebel activity and retention. Combine were and still are mostly suffering heavily from that.
Having EOWR deploy is a disputed and controversial topic. So *trending lightly* on the topic; so long as balances are clear and defined when it comes to faction to faction interactions. They shouldn't be left out and not allowed to play the game. But the same time, not overstep and over deploy. (Not talking about special circumstances; Events)
Although. You are correct, that there will never be 100% balanced. Nor except them to be.
Pushback is that last ditch effort to even have it manageable. But it kinda fails when there is no one to play it.
I just see the EOW as a tool more than an active class, a means to try to balance when there's too many rebels for example.
This doesn't need any scriptic nerf, just the CO's having a better cooperation for the best of the server, not one faction.
As far as EOW goes:
- Ever since the parity was broken, and EOW were given a bunch of HP in exchange for having Deployment rules, they kinda shifted back towards being a "pushback class" that isn't as strong as a singular Juggernaut, but is still much stronger than the average joe, specially when they are in numbers (which they encourage and enforce). It was all nice and tandy until they realized that they made a bad deal, and being locked behind deployment rules actually sucked for both gameplay and activity. So instead of reducing their stats to allow free deployment, they worked out a deal that changed their deployment rules to something so lax, that it can barely be called a deployment rule. The result is that EOW is still as strong as a quasi-pushback class, but without any of the restrictions. To top it off, EOWs have been recently taken a taste for running Nightlord, which means most EOWs you fight have 800HP + 25% Damage Resistance. Something I got to experience was an EOW standing still in a window running these perks, being healed by a HELIX, nonchalantly tanking 3 mags of the Dragunov to the face without flinching. Make of this what you will.
As far as EOWA goes:
- This is much simpler and won't require a text wall to explain. Pushback classes are cracked, and so Resistance Special Operations and EOW are HEAVILY encouraged to act on "common sense" to deploy, instead of doing so based purely on technicality. One specific EOWA has been deploying even when combines outnumbered rebels + reserves being around 80/45 (combine favour) based purely on technicality. Make of this what you will.
As far as RIOT goes:
- RIOT has been specially an issue for a couple of reasons, non of which is their fault. Recent TTK change has made RIOT extremely more powerful than usual, for instance, me on HECU CO job with 430HP/200AP being reduced to 180HP/00AP in a single blast. I can't imagine what the average joe is going through when facing them. Additionally, with the recent "armour meta", killing RIOTs has become harder than just breaking their shields, since after that you need to break their armour, and only then start damaging him, which would be fine if not for the fact they can pulverise you in 2 taps max, with a shotgun that (when fully upgraded) has about the same fire-rate of an Origin 12 without any attachments. I will go ahead and congratulate RIOT tho, because this has only become an issue due to their increased activity and excellent teamwork amongst themselves, so as far as that goes, kudos.
- The second point is the fact that Rebels equivalent of RIOT, that being RU, hasn't been much active lately, which means that the only other CQC powerhouse that could compete against RIOT is essentially not there, leaving us completely exposed.
Final thoughts:
- Yeah, it has been more stressful than enjoyable to play on the server, since everything you're fighting is bullet sponges, I made a post going into detail on this matter some days ago. TTK changes have definitely fucked server balance, which isn't surprising. We as rebels have to rise up to the occasion and juggle pieces around to be able to either outpower or outmanouver the enemy instead of complaining it's too hard, we must be the example, not the exception.
I'll answer to this part of your message, since the rest is somewhat covered in what I said above.
We can't generalize and say that "EOWA is overdeploying". There is a single EOWA that has been overdeploying, as I stated above, and that has been sinking in the nails even deeper on our ability to do shit.
This becomes even more frustrating when we finally have an LA ready to deploy, and THE MOMENT that we take the point and LA undeploys, we hear complaint by the combines filled with irony/sarcasm
To quote "undeploy? lol?"
And MP HVY isn't a good example, because for some reason I'm trying to figure out, it's locked behind division currency and battalion, meaning that for someone to become MP HVY they need to first join MP and then farm a quantity of divisional curency to even join MP HVY. That I've seen, we have 1 maybe 2 people with access to MP HVY that play on the server, meaning they are a very rare sight. Meanwhile, EOW, the class they'd be "countering" deploy in squads of 3-4 people if not more, which... Is a problem once you consider what I said above. EOW needs to decide if they want to be infantry or pushback, you can't have the stats of a quasi-pushback with the deployment laxity of frontline infantry.
Also a little insight on MP HVY: Shane made it be as it is today, you can either thank or blame him, I don't really care tbh, but I did see MP CO's do MP HVY tryouts for MP's so it's not just dependent on divisional currency (also I'm planning on being in MP HVY just max out the lmg, das really it)
- Kendrick Lamar 2012, F**kin' Problems (feat. Drake, 2 Chainz & Kendrick Lamar)