EOW Nerf


Minishogun721  VIP 2 Jul 23 at 3:08pm
#1
FULL RP Name(s):
A: RES SILVERHAND O-2 CPT Sammy, SNP OL S-5 SGT Sammy, MSO CROSS 07 0721

Discord Username:
A: minishogun721

Steam ID:
A: STEAM_0:0:23276217

What is your suggestion?
A: Nerf EOW HP.

How would this benefit the server?
A:

EOW has been getting ridiculous as of late. We aren't allowed to know their deployment rules, so we're totally left in the dark as rebels when we see us outnumbered and pushed back, still seeing EOW deploying. The gun now has excellent range and control. Either tighten the rules or nerf the HP.

While I understand gameplay isn't a major priority at the moment, it's getting extreme and I know I'm not the only one who wants to see some changes.
Horkos  Member 2 Jul 23 at 3:48pm Edited
#2
Hello, the deployment is an in-RP thing, and requests to change/tighten them must go to the proper command. I must also say we actually did make a request for change HOWEVER this is what Sentinel preferred. I enjoy EOW and the class itself is not what makes it strong, it is the teamwork and numbers we now have due to loosening deployment rules in response to compared of how much a failure the previous deployment rules were. You do not have an issue with the class's strength, trust me, there are several classes that counter Reaper on its own, your issue lays behind the numbers and teamwork we have. Reaper command has a new policy in which we REFUSE to put the class in a position where you cannot play it, it kills the subdivision.
Bel1ve.  VIP 2 Jul 23 at 3:57pm Edited
#3
I beg to disagree, you'd only understand if the opposing faction would have a 500hp+ class that deploys almost like that of a regular unit.
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Redert  Server Moderator 2 Jul 23 at 3:58pm
#4
There isn't much teamwork to be done when the class has 700 HP and there is 10 of them. The fact that you "REFUSE" to put it in a position where you cannot play it, what was wrong with the class before the HP buff?
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Hollow  Head Gamemaster Affairs Counselor Junior Infrastructure Moderator Server Moderator VIP 2 Jul 23 at 4:06pm
#5
Going to the appropriate command garnered nothing.

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Outlaw  VIP 2 Jul 23 at 4:09pm Edited
#7
While it is true that EOWR excels at its teamwork, its undeniable that its a powerful class on its own, and when paired with good teamwork its literally unstoppable, kill one bullet sponge another pops up. Try to ambush them with a sniper? Luckily AR2 is a versatile weapon with a DMR attachment! Now I personally don't think EOWR needs a nerf yet, I'd rather wait until the map update to see if it will remain an issue.
Hollow  Head Gamemaster Affairs Counselor Junior Infrastructure Moderator Server Moderator VIP 2 Jul 23 at 4:12pm
#9
Changes or not there was no compromise at all.

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SLAYER FREAK  Member 2 Jul 23 at 4:13pm
#10
As a Ex-EOWR CO before the EOWR Overhaul Update, While EOWR are weak when alone but remember, strength always comes in both teamwork and numbers, and I remember before i was banned, I and alot other EOWRs (Including Grumpy and Spector) that during our Mass deployment, we kicked alot of Rebels asses, held points as long as we can, captured points, did teamwork as squads and so on, although i might agree about EOWR's health being little bit too much but They are meant to be pushback units when Rebels captures most of the points on the map and stuff but that's just my personal opinion
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