+ Reply to Thread
Page 1 of 5 1 2 3 ... LastLast
Results 1 to 10 of 43
  1. #1
    Join Date
    Jan 2012
    Location
    A serious house on a serious earth
    Posts
    755

    Five loadouts is not nearly enough

    Especially in a game where the most used word for arguments is "counter". The problem is: there's too much to counter.
    Currently I have my main loadout, tough with Bear-Stalker and inflatable insoles,; My tank loadout with mighty, jackhammer, body armor; My anti air with Mighty, Shredder and Airspace denial; My rusher with speedy gatekeeper and rollerskates; And my support with Motivator, care package etc.

    Now with the tendency to camp for boosting I am told to use explosives, alot of them. The problem is, how? I can't change middle game, if I change after then when some party with gliders shows up I'm ****ed because I changed my loadout. And I have a feeling I might need to create one loadout just for katana users when the DLC comes.

    It's already a surprise to me that with 1000 levels there's so few options for unlocks.
    You could make it so that every 100 levels the number of unlocks increses, so at level 300 you'd unlock 7 loadouts, more weapon and mods keys, more rampages and psych profiles, and this keeps going all the way to 1000, so that when someone reach max cap they have the liberty to have all the items they want.
    I'm a dog chasing cars. I wouldn't know what to do with one if I caught it

  2. #2
    Join Date
    Jan 2012
    Location
    Gotham Closets
    Posts
    710

    Re: Five loadouts is not nearly enough

    You are right, yesterday I had to delete one of my loadouts because I had no more space for a new loadout I wanted to try out I use all of them, please give us more loadouts <3

  3. #3
    Join Date
    Oct 2011
    Posts
    31

    Re: Five loadouts is not nearly enough

    i agree! Hell, even just ONE more loadout would be perfect!

  4. #4
    Join Date
    Feb 2012
    Posts
    112

    Re: Five loadouts is not nearly enough

    Was going to make a thread about this so cool to see one as soon as I hop on here. Could not agree more. They must implement a way to get more. As you mentioned you're constantly have to battle and counter what your enemy is doing, so almost every thing about my set ups isn't really how I WANT it to be, it's more-or-less how it HAS to be. Because if I don't have all these classes set up certain ways with certain things, then there's always a big weakness that seems to get exploited like crazy. Add a way to buy/earn 2 more custom class slots, 3 would be god-send. But at least 2 please.

  5. #5
    Join Date
    Jan 2012
    Location
    A serious house on a serious earth
    Posts
    755

    Re: Five loadouts is not nearly enough

    Quote Originally Posted by seanonfire View Post
    Was going to make a thread about this so cool to see one as soon as I hop on here. Could not agree more. They must implement a way to get more. As you mentioned you're constantly have to battle and counter what your enemy is doing, so almost every thing about my set ups isn't really how I WANT it to be, it's more-or-less how it HAS to be. Because if I don't have all these classes set up certain ways with certain things, then there's always a big weakness that seems to get exploited like crazy. Add a way to buy/earn 2 more custom class slots, 3 would be god-send. But at least 2 please.

    Exactly. I shift through loadouts all the time as the situation demands. I see a bunch of fat gliders ruining the game and being abusive, I change to my fat glider to counter them. I don't enjoy playing like this, I hate using mighties, but it is the necessary to push them and not let them have the game on their hands by abusing easy loadouts.
    There have been several times where people will hole up on a closed space with care stations and healers and I'll wish to have explosives. I hate using explosives but the game demands.
    So it would be good to be able to use strategy building smart loadouts to counter all this abusive gameplays, instead of yelling nerf.
    I'm a dog chasing cars. I wouldn't know what to do with one if I caught it

  6. #6
    Join Date
    Feb 2012
    Location
    US
    Posts
    209

    Re: Five loadouts is not nearly enough

    A few more class loadouts would be awesome! I switch through all of my classes, I have one class dedicated to trying out new builds. Great suggestion the GCI team should definitely consider adding more loadouts.
    "It's go time, time to go, go where? Downtown, kill a clown." - Deadpan Voice

  7. #7
    Join Date
    Feb 2012
    Posts
    2,112

    Re: Five loadouts is not nearly enough

    Most of my loadouts have some defense built in and can take a few different problems. Try combining your loadouts too? Plus, why do you guys change loadouts so much during a match. I've heard alot of the "counter" arguements, but I find myself using whatever loadout I am working on at the time and seeing how that loadout handles the various things out there.

    For instance, I have a loadout I call "MetaLady" who is a general "counter" build. She is quick (to fight speedy skaters), invisible w/Wallflower (for enemy goggles) and has the gnome for anti-air (which is easily switched to the hatchet because most of those bombers are mighties). If my current set-up is getting beaten soundly, I switch to MetaLady.

    That said, I'll reiterate that I think it is better to just figure out how to effectively use whatever your current loadout is against the problem encounters. This makes you better with your class and better overall, imo.

    I would still support more loadout slots, however, as building loadouts is one of my great joys in life (I'm pretty boring...).

  8. #8
    Join Date
    Jan 2012
    Location
    Aboard the SDF-1
    Posts
    540

    Re: Five loadouts is not nearly enough

    I generally use only one loadout per game, but I guess if you guys need it...
    Xbox 360
    Gamertag : MaxSterling

  9. #9
    Join Date
    Feb 2012
    Posts
    213

    Re: Five loadouts is not nearly enough

    I want 20.

    Seriously, I'll use every one of them.

    If/when we hit level 1,000, we should have everything unlocked, and get 20 custom classes.
    I made a thread saying that yesterday, but nobody posted in it.
    Just like middle school... F' you guys.

  10. #10
    Join Date
    Jan 2012
    Location
    A serious house on a serious earth
    Posts
    755

    Re: Five loadouts is not nearly enough

    Quote Originally Posted by MantisToboggen View Post
    I want 20.

    Seriously, I'll use every one of them.

    If/when we hit level 1,000, we should have everything unlocked, and get 20 custom classes.
    I made a thread saying that yesterday, but nobody posted in it.
    Just like middle school... F' you guys.
    I'm the popular kid.



    Quote Originally Posted by Repeter73 View Post
    Most of my loadouts have some defense built in and can take a few different problems. Try combining your loadouts too? Plus, why do you guys change loadouts so much during a match. I've heard alot of the "counter" arguements, but I find myself using whatever loadout I am working on at the time and seeing how that loadout handles the various things out there.

    For instance, I have a loadout I call "MetaLady" who is a general "counter" build. She is quick (to fight speedy skaters), invisible w/Wallflower (for enemy goggles) and has the gnome for anti-air (which is easily switched to the hatchet because most of those bombers are mighties). If my current set-up is getting beaten soundly, I switch to MetaLady.

    That said, I'll reiterate that I think it is better to just figure out how to effectively use whatever your current loadout is against the problem encounters. This makes you better with your class and better overall, imo.

    I would still support more loadout slots, however, as building loadouts is one of my great joys in life (I'm pretty boring...).
    From your other posts I assume you play with teams and parties, probably on objective modes.
    I might be extremely unlucky and be the only one with this scenario, but I only play alone and on TDM and 3 out of 5 games there will be constant abuse of one certain loadout. Can you see yourself taking out tanked mighties on gliders with a bow that takes 3 seconds to shoot?! Neither can I. That's why I change. My main loadout is made for fun, not effectiveness. Using the bow with the hit detection problems is a nightmare lately, but I enjoy it over easy weapons like the Gatekeeper. The other ones are made for especific functions. My point is, the only reason I even use other loadouts other than my main is because I constantly get on games filled with one single type of build where I'm forced to counter.
    I'm a dog chasing cars. I wouldn't know what to do with one if I caught it

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts