(10 Sep 24 at 12:40pm)Game Boy Wrote: Currently as it is all this suggestion would do is allow half of the rebel pushbacks to self deploy.
There is literally only 1 pushback CO rn on rebel side and then the two leads (who can already self deploy).
While I do agree a rework to the system would be better, it is more time consuming for management & this is a simpler change.
Now that I'm thinking about it, they "fixed" push-back classes the same way the "fixed" anarch: by effectively removing them from the game with how little they actually get to play.
Here's my take on what should be done with them:
OSS/EOD should be a slow, but nigh unstoppable force that embodies a push that you WILL lose to in a straight 1v1. Lethal at close ranges but quickly tapering at anything farther. (It basically already is this but I’m outlining it for the sake of intentions.)
I'm thinking something similar to the old deployment rules, like no more missions but must own less than 50% of the map. They should have a slightly slower running speed than average, around 80%. But the key to making them fun to fight (this is the important part) is giving the enemy team information on its location so they can play around it.
The counter play should be positioning and teamwork (like how it already is). When alone, the idea is to prepare and get out of the OSS/EOD’s way before it gets there, getting sprays in when given the chance while staying out of close-range and keeping escapes available. At the very least you can deal some good damage for your team. With a good number of teammates, you should be able win a head on fight or buckle in for a defense. Now the key to making this viable is giving ways for the enemy to know where the OSS/EOD is, almost to the point of having the OSS/EOD marked on their map. (Hell, that might even be worth trying.) Stuff like the distinct minigun sound and callouts are already good steps in this direction. Giving the class a distinctive footstep sound will help too.
Assassin is just a bad push-back class conceptually. An assassin does not "push back", they eliminate key targets. Snipers are not exactly a favorite opponent of CVR players. One that one-shots you and shoots faster isn't a high pick either. I really don't know what role they should have, but they shouldn't be able to freely attack infantry like before. Maybe put their anti-material rifle to its real-world use and have them act as tank hunters.
While I do agree a rework to the system would be better, it is more time consuming for management & this is a simpler change.
Here's my take on what should be done with them:
OSS/EOD should be a slow, but nigh unstoppable force that embodies a push that you WILL lose to in a straight 1v1. Lethal at close ranges but quickly tapering at anything farther. (It basically already is this but I’m outlining it for the sake of intentions.)
I'm thinking something similar to the old deployment rules, like no more missions but must own less than 50% of the map. They should have a slightly slower running speed than average, around 80%. But the key to making them fun to fight (this is the important part) is giving the enemy team information on its location so they can play around it.
The counter play should be positioning and teamwork (like how it already is). When alone, the idea is to prepare and get out of the OSS/EOD’s way before it gets there, getting sprays in when given the chance while staying out of close-range and keeping escapes available. At the very least you can deal some good damage for your team. With a good number of teammates, you should be able win a head on fight or buckle in for a defense. Now the key to making this viable is giving ways for the enemy to know where the OSS/EOD is, almost to the point of having the OSS/EOD marked on their map. (Hell, that might even be worth trying.) Stuff like the distinct minigun sound and callouts are already good steps in this direction. Giving the class a distinctive footstep sound will help too.
Assassin is just a bad push-back class conceptually. An assassin does not "push back", they eliminate key targets. Snipers are not exactly a favorite opponent of CVR players. One that one-shots you and shoots faster isn't a high pick either. I really don't know what role they should have, but they shouldn't be able to freely attack infantry like before. Maybe put their anti-material rifle to its real-world use and have them act as tank hunters.