Amen bruddah! I thought you were going to complain but I'm glad you didn't. People dont realize games like GCI, Monday Night Combat and Team Fortress 2 are strategy games where you have to counter. People are dumb and expect everything to be like call of duty where the game is so dulled down from everyone complaining about everything being overpowered. Gaming needs to be left to gamers, not idiots who can hold a controller.Reading the forums has become too predictable - I figured instead of replying to the 20 similar posts about whats OP and whats not Id just toss up my opinion on all the "overpowered, overplayed, best, please nerf" loadouts.
Up for trial
The infamous Glider/Mighty
Argument #1 "Snipers are not fair because they are increasing in population drastically and have 1 shotting capabilities - besides these guys are total camper score hungry pricks."
Resolution #1 Snipers "usually" are played by weaker body types and are very weak to close to mid ranged loadouts - for every competent sniper you will find 3 or 4 who are extremely bad players, snipers are a great support class and are played best with goggles or other support options. Keep in mind that snipers using the Buccaneer dont have the mobility or hip shot capabilites of the Bear Stalker - so a counter sniper class is very viable. Overall a very easily counterable class not worth whimpering about on the forums, if someone is a high scorer with this class then they are earning it.
Argument #2 "Mighty/Gliders take NO skill, these guys dive down and either knife me or jackhammer me to death - I CANT DO ANYTHING about it, ***??? Nothing works they are unkillable and are the reason I have a negative K/D ratio!"
Resolution #2 Glider/Mightys are less frequently played by the higher tier of players and this is not a coincidence. While the class is extremely adaptable to suit a majority of play styles and works well against uninformed players, it is very weak against anyone with a counter loadout on hand. While playing be vigilant and make sure you set yourself up in a position that compliments your loadout - a speedy skating in an open field with gliders overhead is a bad idea. Listen for the gliders and duck behind or inside cover to get away - blocking them may be as easy as "pillar humping" a phone booth to negate the initial assault. Use gnomes or boomerang to incapacitate gliders and dispose of them quickly - A good glider heal team can be easily dispatched with a Deepfreeze or a well place hatchet. Be sure to strafe gliders with rollerskates or inflatable insoles as they have low mobility and make an easy target - be sure to ADS as most havent converted to "Hard Target" - armor pen is a must in your anti mighty arsenal as body armor is common among them.
Argument #3 "Thunderdragon is SO OP, I shot him like 10000 times and he didnt die? *** IS THIS??!!!?!11 Then he spins around and spams 3 of us down with 3 shots?????!?!"
Resolution #3 While the Thunderdragon has great splash dmg and can dispose of lighter body types quite quickly it is very easy to counter. The initial burst of the three loaded shots is very powerful but can not be maintained, be sure to spread out away from your group and incapacitate the target if possible, Line of sight the initial dmg if you can. After the initial 3 shots most rocketeers will begin what I call the "rapid reload panic phase" where they begin to shoot one missile followed by a reload and so and so forth - This phase makes the rocketeer extremely vulnerable as he doesnt have the dropping power he once did and a simple ADS kill is open for most weapon types. Realizing the power behind the initial phase of the rocketeer ( or missileer would be more common ) and negating as much dmg from that phase as possible is key.
While some of you may agree or disagree with my counters to these classes which can be personal, keep in mind that the game is very similar to rock/paper/scissors. Everything has a counter, some are harder to master than others but isnt that the point of creating a personalized viable loadout? To give yourself the best edge you can that compliments your playstyle? No one weapon in this game is overpowered - you have 1 track weapons and jack-of-all trades weapons. No one loadout is "the best", rather any fluid loadout in the hands of a competent and knowledgeable player can turn the tide of a match. Before stating that a certain portion of the game is unfair or imbalanced consider your confirmation bias. Mighty/Gliders for example are often in the top 3 spots at the end of the match but how many scored in the bottom 3? Is the class overpowered or is the class so heavily populated that more people use it create the illusion that it spoonfeeds them an easy win.
Items arent OP, competent players are.