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Posted (edited)

One of the reasons why I love ET is because of the different classes.

But right now, half of them are almost pointless and it gets really irritating when half a team is only medics who are only interested in healing themselves and thats it.

 

My suggestion is to give a bit of more appeal to the other classes. For example

 

Covert Ops: When stealing a uniform, you are much harder to detect,  no 'disguised enemy' label and you can shoot as well without losing pants. Only an opposing covert can detect you.

Field Ops: When an arty can is thrown, you cannot shoot it. Deal with it, the smoke is now out.

Medic: (this might be unpopular given that half of every team is just medics): Self heal till 80% of health.

Engineer: Good as it is.

Soldier: Maybe give soldiers the CVOps Satchel?  

 

Poison Needle and smoke, one (different) class only.

 

Opinions? As I said, my suggestion is to make the other classes more fun. Instead of winning maps by having medics rush to the objective it would be nice to see again a covert op that managed the sneak through and win by stealth rather than by  force.

Edited by von Rantala
Prefix updated
Posted

Can you post what server you have in mind?

 

The changes are all dependable on the mod you're playing, but for example on Silent1, the covert ops is ridicolously broken due to the fact, that disguised covert gets almost invulnerable to enemy fire. You can walk through a minefield without taking any damage, and it's broken beyond belief. Other than that, I think covert is in a good place. Disguised enemy pops up only for field ops with max lvl, as it's a reward for reaching Signals lvl 4.

 

Field ops are designed to be a support class, but if you can shoot the airstrike can, that sucks. Would change that if that's the case.

 

Medic is very debatable, and it probably won't be changed, because changing medics is gonna scare away lots of regulars. Rambo medics are going to leave, and the population of players who will be happy with nerfing medics will not be substantial enough. Also, reducing medic self heal will inevitably lead to even less team heals.

 

Engineer and soldier are in a good place. Engineer is a support class, designed to do objectives. They need to be escorted by every other class in order to make it, while also having no special bonuses to fend off enemies better than other classes. Soldier has his heavy weapons gimmick, doesn't need anything else. SilEnT mods allow soldiers to carry improvised demolishion grenades also, which are devastating to vehicles, and that's I guess a good thing.

 

These are my thoughts only of course, I'm eager to hear other player opinions.

  • Like 5
Posted
1 hour ago, NippleSlip said:

Covert Ops: When stealing a uniform, you are much harder to detect,  no 'disguised enemy' label and you can shoot as well without losing pants. Only an opposing covert can detect you.

Agreed! Except that it should be the fieldop being able to spot enemy covies.

 

1 hour ago, NippleSlip said:

Field Ops: When an arty can is thrown, you cannot shoot it. Deal with it, the smoke is now out.

Agreed again. This changed about a year ago. Or atleast I can't remember being to shoot cannisters before that. (For a moment you could even shoot satchels/grenades, but that got disabled already)

 

 

For the rest I disagree, and think its best to leave it as is.

  • Like 1
Posted
11 hours ago, Xiahou Dun said:

Can you post what server you have in mind?

 

Silent / Jay1

 

11 hours ago, Xiahou Dun said:

that disguised covert gets almost invulnerable to enemy fire. You can walk through a minefield without taking any damage, and it's broken beyond belief.

i never noticed this. but that is indeed broken.

 

11 hours ago, Xiahou Dun said:

Other than that, I think covert is in a good place. Disguised enemy pops up only for field ops with max lvl, as it's a reward for reaching Signals lvl 4.

 

yes but if you join Silent for the first time, you will reach signals level 4 within the first hour of gameplay. So there is no challenge mechanism.  It would be fun to make disguised enemies literally undetectable except [insert idea here ... like Broham said, fieldops only, which makes a lot of sense].

 

11 hours ago, Xiahou Dun said:

Medic is very debatable, and it probably won't be changed, because changing medics is gonna scare away lots of regulars. Rambo medics are going to leave, and the population of players who will be happy with nerfing medics will not be substantial enough. Also, reducing medic self heal will inevitably lead to even less team heals.

 

i understand this.

11 hours ago, Xiahou Dun said:

Soldier has his heavy weapons gimmick, doesn't need anything else.

The problem is the soldier class is assigned only 3 heavy weapons (MGs are not as popular). When full up you can have up to 6 soldiers with only 3 heavy weapons to swap around. Is it possible to increase / decrease depending on how many people are online?

 

11 hours ago, Xiahou Dun said:

SilEnT mods allow soldiers to carry improvised demolishion grenades also, which are devastating to vehicles, and that's I guess a good thing.

This would be an awesome thing!!

 

Another idea i had was to allow engineers who use throwable grenades to know where the grenade lands, exactly in the same way the mortar does.  But im not sure if its possible.

Posted
2 hours ago, NippleSlip said:

yes but if you join Silent for the first time, you will reach signals level 4 within the first hour of gameplay. So there is no challenge mechanism.  It would be fun to make disguised enemies literally undetectable except [insert idea here ... like Broham said, fieldops only, which makes a lot of sense].

I don't think we understood each other. That mechanism allows ONLY field ops with max lvl to be able to spot enemies. If you are the rank of a General, and you play any other class, you will NOT see the disguised coverts. Only if you play as an actual field ops, you will see the pop up about disguising enemy. Bonus feature, that not many people know about, is that if you look at disguised covie as a field ops, you will mark him on the minimap for your allies. If you pop up the minimap you will see the playericon surrounded with an orange glow. That means it's a spotted covert ops.

 

Also regarding covert ops, I would apply the covert op system from NoQuarter. Covert can pick up the weapon of player he killed, he can use quick voice commands like "medic, ammo" to appear to the enemy team like he's asking for it, and also your charge bar decreases if you shoot at someone, when you're out in the open. You can shoot weapons and never loose your uniform if you do it stealthy. That's a great mechanic and I would love to see it applied on other servers, but it's unfortunately impossible.

 

Soldiers on silent1 are in a good place. I don't play jay1, but I can imagine romash hogging panzer for days can be annoying :P

  • Like 1
Posted (edited)

Hello Nipple,

First, thanks for taking the time to come and give us your opinion and suggestions :)

 

My general opinion is that classes are already well balanced considering the purpose of each class.

It's normal to have more people playing medics since they are the foot soldiers of your team basically. To me, 60% of your team should be a combinaison of medics and engeneers. The other 40% are Fields ops, coverts and soldiers. These other classes are useful, but only in short numbers. For example, in a team of 10, there is no need to have more than 2 field ops (even 1 should be enough, if he's good).

 

I agree with you that sometimes, too many people play rambo medics and not healing. But usually, on a given night, I look at the teams every map, and only once every 3 or 4 maps I feel like there are too many medics in the team (speaking mainly for Silent 1 here).

 

Another important point here is that we have different servers on different mods and with diffeent configs (jaymod/silent/NQ). So the same map can be played very differently depending on which server you play. Maybe you haven't found the FA server that best suits you yet ^_^

 

Regarding your suggestions, here is my 2 cents:

16 hours ago, NippleSlip said:

Covert Ops: When stealing a uniform, you are much harder to detect,  no 'disguised enemy' label and you can shoot as well without losing pants. Only an opposing covert can detect you.

Nothing to say here, I agree with that. Personally, I spot disguised coverts based on the weapon they carry and their behavior. But  then again, on some of our servers, players can pick up any weapon they want (ex; on Beginners #2).

 

16 hours ago, NippleSlip said:

Field Ops: When an arty can is thrown, you cannot shoot it. Deal with it, the smoke is now out.

When Field Ops throw a can, there is a 5seconds delay before the airstike comes. After 4 seconds, you start hearing the sound of the plane coming and moving the can then doesn't change anything. Which means, players have 2 or 3 seconds to shoot the can away, which is an acceptable challenge I think.

Field Ops can just throw the can where it's harder to shoot or concentrate better on their timing. Or just call an Artillery instead of an Airstrike.

So, no need to change that imo.

 

16 hours ago, NippleSlip said:

Medic: (this might be unpopular given that half of every team is just medics): Self heal till 80% of health.

That would be a big No No for me. As Xiahou Dun said, that would upset too many players and the risk of loosing them would be greater than the benefits.

 

16 hours ago, NippleSlip said:

Poison Needle and smoke, one (different) class only.

Depends on the mods. On silent, smoke is already only availble to Coverts (which is logical). And there is no poison needle on Silent, unless I'm mistaken..

 

16 hours ago, NippleSlip said:

Instead of winning maps by having medics rush to the objective it would be nice to see again a covert op that managed the sneak through and win by stealth rather than by  force.

Again, depending on the server and the time of the day you play, it could be very different. I often see covert ops succefully infiltrating in certain maps (Marrakech, Special Delivery, Fuel Dump, Caen, Bremen).

But, if the server is really populated, if it's like 10 vs 10 or more, it becomes really hard for coverts to infiltrate. At best they will reach the obj, maybe kill 1 ennemy but then other ennemies will probably find and kill him. Even if you improve that class a lot, if there are too many people playing, it becomes harder to pull off these kind of victories 😕

 

 

 

Edited by Cross Marian
  • Like 2
Posted
4 hours ago, Xiahou Dun said:

I don't think we understood each other. That mechanism allows ONLY field ops with max lvl to be able to spot enemies. If you are the rank of a General, and you play any other class, you will NOT see the disguised coverts. Only if you play as an actual field ops, you will see the pop up about disguising enemy. Bonus feature, that not many people know about, is that if you look at disguised covie as a field ops, you will mark him on the minimap for your allies. If you pop up the minimap you will see the playericon surrounded with an orange glow. That means it's a spotted covert ops.

 

Also regarding covert ops, I would apply the covert op system from NoQuarter. Covert can pick up the weapon of player he killed, he can use quick voice commands like "medic, ammo" to appear to the enemy team like he's asking for it, and also your charge bar decreases if you shoot at someone, when you're out in the open. You can shoot weapons and never loose your uniform if you do it stealthy. That's a great mechanic and I would love to see it applied on other servers, but it's unfortunately impossible.

this is sweet! but its not like this right now

 

5 hours ago, Xiahou Dun said:

Also regarding covert ops, I would apply the covert op system from NoQuarter. Covert can pick up the weapon of player he killed, he can use quick voice commands like "medic, ammo" to appear to the enemy team like he's asking for it, and also your charge bar decreases if you shoot at someone, when you're out in the open. You can shoot weapons and never loose your uniform if you do it stealthy. That's a great mechanic and I would love to see it applied on other servers, but it's unfortunately impossible.

i love this

 

3 hours ago, Cross Marian said:

First, thanks for taking the time to come and give us your opinion and suggestions :)

 

thanks!

 

3 hours ago, Cross Marian said:

Another important point here is that we have different servers on different mods and with diffeent configs (jaymod/silent/NQ). So the same map can be played very differently depending on which server you play. Maybe you haven't found the FA server that best suits you yet ^_^

 

true but none of the other servers, i think, are as crowded as silent.

 

3 hours ago, Cross Marian said:

Nothing to say here, I agree with that. Personally, I spot disguised coverts based on the weapon they carry and their behavior. But  then again, on some of our servers, players can pick up any weapon they want (ex; on Beginners #2).

 

everyone seems to agree that covert can be pimped up a bit. i hope this happens, i'd be really happy.

for the rest, i agree with you, you cannot do everything anyway. but this small change for covert ops would be helpful for all

  • Like 1
Posted (edited)
3 hours ago, Cross Marian said:

And there is no poison needle on Silent, unless I'm mistaken..

Medics' needles used on enemies work like poison needle on silent.

Edited by ktg0000
  • Like 2
Posted
On 9/1/2020 at 5:11 PM, ktg0000 said:

Medics' needles used on enemies work like poison needle on silent.

and Adre on teamates as well

  • Like 1
Posted (edited)

Hey, thank you for the feedback and suggestions. We are always ready to hear feedback and if get enough support we can try out and test it in our servers.

 

Ofc as we can see medic (per feedback), we shouldnt touch. I been little bit away from gaming and jay1 is not so known to me. So sometimes i do have difficult to spot cover ops as they are now. I dont know if its possible, but maybe cover ups could lose his cover after he get answer to his shots? I think it might give too big advange to pro players if they can play cover ops without losing cover. When we do changes, we also should think, what if that pro medic who we have hard time to kill because he is so good, would be using cover up which we updated, do they be even harder to kill? If yes, then it can affect server negatively.

 

I think poison knifes should be only be available to cover ops. Pro medic+poison knifes can be too difficult to handle for most of the players, and might cause negative affect for the server.

 

On fieldopps, yes i agree ppls shouldnt been allowed to shoot arty cans. You still have 3 second to act once it thrown.

 

Maybe giving more xp for fieldopps on kills, could make it more popular class, make poison knifes only for cover ops and minor update on how they been spotted could make that more popular class. Engineer and Soldiers are fine in my mind.

 

 

PS: Edited prefix to this topic as Jay1 from ET Suggestion.

Edited by von Rantala
  • 100 2
Posted
16 hours ago, von Rantala said:

So sometimes i do have difficult to spot cover ops as they are now. I dont know if its possible, but maybe cover ups could lose his cover after he get answer to his shots?

 

right now you can spot covert ops immediately because it says 'disguised enemy' to everyone. 

16 hours ago, von Rantala said:

I think it might give too big advange to pro players if they can play cover ops without losing cover. When we do changes, we also should think, what if that pro medic who we have hard time to kill because he is so good, would be using cover up which we updated, do they be even harder to kill? If yes, then it can affect server negatively.

 

i dont understand this. pro medics have a hard time to get killed because even in the middle of a fight, they will seek cover and heal themselves to 100%. that is an advantage no other class has which makes it a bit 'unfair'. A pro player as medic is impossible to kill for a less skilled player, because they will always heal themselves. Sometimes in a team of 25, you will get 12 medics. Its a bit unbalanced. For that I thought self heal only until 80% of your health, but i dont think it would be received positively.

 

For covert op, other enemy classes except one class should not be able to detect  that a covert is in uniform. For example if i play allies with axis pants, only axis field ops will know that i am in disguise. And after 5 minutes or after firing a gun, I lose uniform. something like that, to avoid covert ops becoming unfair (like medics imo).

 

This would help maps like beach, etdo1, oasis, fueldump etc to be won by stealth rather than force or trick jumping.

 

 

Posted
6 hours ago, NippleSlip said:

i dont understand this

 

I mean if pro medics start to use cover ops and not medic after we make cover op more "powerfull" do that make server ever harder to play?

 

6 hours ago, NippleSlip said:

right now you can spot covert ops immediately because it says 'disguised enemy' to everyone. 

 

For me there read player name, not "disguised enemy" in Jay1. So if he use my pants there read von Rantala and i know he is enemy.

 

 

If we get enough suppor for some changes, we could test those out :) Maybe at some other server first and then jay1

Posted
4 minutes ago, von Rantala said:

For me there read player name, not "disguised enemy" in Jay1. So if he use my pants there read von Rantala and i know he is enemy.

 

 

thats weird. maybe you don't have lvl 5 yett?

 

4 minutes ago, von Rantala said:

If we get enough suppor for some changes, we could test those out :) Maybe at some other server first and then jay1

 

the covert feature is already working on silent i think.

Posted
On 9/13/2020 at 6:14 PM, von Rantala said:

 

I mean if pro medics start to use cover ops and not medic after we make cover op more "powerfull" do that make server ever harder to play?

 

 

I don't think so because covert ops still can't heal themselves, which is the main reason why people go Medic. The ability to heal will always outweigh being more difficult to discover to other players.

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