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  1. #21
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    Mar 2012
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    Hawaii
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    1,017

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Quote Originally Posted by STFUppercut View Post
    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

    Snipers
    The infamous Glider/Mighty
    Thunderdragon Spammers

    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.
    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.

  2. #22
    Join Date
    Feb 2012
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    11

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Since the majority of players are bad and love divebomb/mighty douchebaggery, i consistently find groups of 5-6 players all doing it, flying around like a feathered flock of fags, meaning that yes using speedy and shotguns is a good way to counter them, but if they never come down and circulate one area of a few updraft spots, they never need to come down, thus you can't go into tighter spaces as they are all flying, if you shoot at them in mid air it is suicide as five dive bombs can kill literally any class, therefore it by itself isn't op as you can deal with it, it just makes for very boring matches, admittably you can air space deny them but it just slows the game down so much when a third of a team at the least is all in mid air chilling by a few vents.

  3. #23
    Join Date
    Mar 2012
    Location
    Alberta, Canada
    Posts
    138

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Quote Originally Posted by Woody9431 View Post
    Since the majority of players are bad and love divebomb/mighty douchebaggery, i consistently find groups of 5-6 players all doing it, flying around like a feathered flock of fags, meaning that yes using speedy and shotguns is a good way to counter them, but if they never come down and circulate one area of a few updraft spots, they never need to come down, thus you can't go into tighter spaces as they are all flying, if you shoot at them in mid air it is suicide as five dive bombs can kill literally any class, therefore it by itself isn't op as you can deal with it, it just makes for very boring matches, admittably you can air space deny them but it just slows the game down so much when a third of a team at the least is all in mid air chilling by a few vents.
    You speak of mighty/dive bombers like they best you often. My question would be why are you waiting for them to come down? Airspace Deny them or use the Boomerang and profit... As far as shooting them in air being suicide I highly disagree! Being a speedy or nimble is one thing - but if you are a lighter class youd wait for your boomerang to be available to engage. As far as using a hatchet for a viable counter being tough or above - take the initial dive bomb hit and return the favor with a quick strafe and an even quicker kill with the hatchet! Now if you are one of the better players with a semi auto weapon or a sniper - you can quite easily engage them in the air and drop them long before they hit you - as stated before pillar hump - if you are going to engage do it near a phone booth or a similar pillar shape that you can rotate around as soon as they are in dive bomb range, dive bombs can curve corners... they cant rotate around an entire pole, use that to your advantage. I see dive bombers and smirk - use my anti dive bomb class and top the charts for an easy win - makes for a fun match in my books.

    In my books the dive bomb/mighty is one of the better classes to have a counter for - not only do they usually play in packs (so youre countering a larger % of the enemy team), they are almost ALWAYS visible to an aware player... so you arent running around on your counter class hunting your target or hoping to run into them - you just look up and head to your target then profit haha.

  4. #24
    Join Date
    Jan 2012
    Location
    Stillwater
    Posts
    922

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Lets be blunt here. the risk/reward of dive bombing is heavily in the favor of reward. They can bomb through defenses, and get the kill, get stunned, then just spray/knife and move into cover while stunned by the ASD, or someone could come up behind them, and cover them.

    ASD? I've seen people glive over it. That's plain BS and we all know it.

    The Boomerang is unreliable. Lets face facts. Not only can it lock on, and miss anyhow, there's a funfact counter for it, too.

    Hatchet? C'mon, not everyone's that good! They'd have it far easier just dive bombing. Lets not pretend this is viable for the average joe/jane gamer.

    Honestly? The fact that -despite- all these counters that people use/used, the youtube bootcamp vid, and the board, divebombs themselves have over a MILLION kills on one system alone (And growing steadily, no doubt, and this doesn't account for all the kills it enabled via heavy damage, and an immediate attack once on the ground!) shows that these counters don't do jack to detur the bomber coz they know they're deadlier than any counter system, even -if- and that's a considerable -if- they even get affected by it. And there's ALWAYS a chance they'll survive what ever happens to them, which doesn't oft pan out the other way around.

    There needs to be a counter that is as deadly to the bomber as the bombing is to the recipient to make bombing even remotely risky. It needs to be fast deploying, too since people can bomb at a moment's notice. All they need is their feet off the ground.

    Shoulder mounted auto-locking, autofiring, multiple round S.A.M. made of shrapnel, explosives, and a motion sensor anyone?
    Targeting goggles = Spot'em and Blot'em!
    Spread the word! Stop running from motivators!! Motivators heal, and raise defense!
    PS3 Impostor.

  5. #25
    Join Date
    Dec 2011
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    180

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    always thought the rocket ****** were more annoying then dive bombers?
    \
    just saying

  6. #26
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    Jan 2012
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    Stillwater
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    922

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Quote Originally Posted by krazy2768 View Post
    always thought the rocket ****** were more annoying then dive bombers?
    \
    just saying
    Not for me. Dive bombers are more annoying coz they have an easy kill method, and they certainly will abuse it!

    At least a rocket/missile spammer has a chance of suicide via blowing themselves up. It does annoy me that range affects the rocket blast, and thus it rewards people who can get close, and survive a potential close range blast, and the hail of fire coming from people.
    Targeting goggles = Spot'em and Blot'em!
    Spread the word! Stop running from motivators!! Motivators heal, and raise defense!
    PS3 Impostor.

  7. #27
    Join Date
    Mar 2012
    Posts
    130

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Quote Originally Posted by Rebel_Raven View Post
    Not for me. Dive bombers are more annoying coz they have an easy kill method, and they certainly will abuse it!

    .
    It took me 10 mins to learn how to counter and avoid dive bomb spammers. Its NOT an easy kill method if alls they do is dive bomb and get dropped every 2 seconds.

    They can be annoying when not paying attention. But a game with 6 mighty dive bombers is like hunting season made simple.

    The right load outs and a few friends and you end up fighting over who gets the most mighty kills. I think its the newbie community that has spread this false sense of Mightys being OP. Especially at launch.

  8. #28
    Join Date
    Feb 2012
    Posts
    11

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    Quote Originally Posted by STFUppercut View Post
    You speak of mighty/dive bombers like they best you often. My question would be why are you waiting for them to come down? Airspace Deny them or use the Boomerang and profit... As far as shooting them in air being suicide I highly disagree! Being a speedy or nimble is one thing - but if you are a lighter class youd wait for your boomerang to be available to engage. As far as using a hatchet for a viable counter being tough or above - take the initial dive bomb hit and return the favor with a quick strafe and an even quicker kill with the hatchet! Now if you are one of the better players with a semi auto weapon or a sniper - you can quite easily engage them in the air and drop them long before they hit you - as stated before pillar hump - if you are going to engage do it near a phone booth or a similar pillar shape that you can rotate around as soon as they are in dive bomb range, dive bombs can curve corners... they cant rotate around an entire pole, use that to your advantage. I see dive bombers and smirk - use my anti dive bomb class and top the charts for an easy win - makes for a fun match in my books.

    In my books the dive bomb/mighty is one of the better classes to have a counter for - not only do they usually play in packs (so youre countering a larger % of the enemy team), they are almost ALWAYS visible to an aware player... so you arent running around on your counter class hunting your target or hoping to run into them - you just look up and head to your target then profit haha.
    you are clearly missing the point. full teams of dive bombers cannot be countered, asd only stuns them, they still land the divebomb, thus a whole team doing the same thing means death, with bad fov problems hatchets are ineffective, especially given dive bombers tendencies to teleport when the hit the ground, they are easy to see coming yes but the fact remains that perk choices to counter headshots and stuns like asd or boomerang meaning the counters are useless, you can run perks to take less damage but the dive attack is virtually instant and they teleport when they hit the ground meaning strafing is useless. you cannot always be around an object to move around and pillar hump, especially when a near full team wont move out of the open area by vents thus you need to engage them, yes snipers can pick them off at range, however it doesn't favor and aggressive playstyles, a full team doing it are impossible to counter with the lag and frame issues of this game, with no lag there would be not much of a problem, but given the fact your shots wont register, your frames may if not definitely will drop, making hatchets useless, taking them from afar useless and with the counters being counterable within the same class, that it was makes it cheap and overused

  9. #29
    Join Date
    Dec 2011
    Location
    Canada
    Posts
    525

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    It doesn't take much skill to kill a mighty body type dive bombing you, with a hatchet. Since they are diving straight into it.. you don't even need to aim higher then them to hit them square on.

    The worst problem I've seen is because of latency.. and even though the hatchet launch animation fired.. the mighty is unarmed and you're the one dying.. because the game considers that he hit you first. Happens quite a few time.. but other then that its not so bad.

    Just aim and release when he comes at you.. same as if you wanted to shoot at him.
    Memento Mori ;
    Remember you are mortal. -|- Remember you will die.
    Cogito Ergo Sum ;
    Je pense, donc je suis. -|- I think, therefor I am.

  10. #30
    Join Date
    Feb 2012
    Posts
    11

    Re: overpowered, overplayed, best class/weapon, please nerf!?!?! =(

    you are clearly wrong, the frame rate and hit detection issues are what makes it cheap, as anything to counter it can be negated by fun facts like headshotting mighty guys or stunning them with asd or boomerangs, and with asd still meaning they can land the divebomb the counters are useless, divebombs instant kill less than burly body types, even then they teleport when they hit the ground, taking whole teams flying in a flock is an impossibility with lag and the fact dive bombing is easy as ****, with five divebombs you are guaranteed to die regardless, this is the main issue with it, stupid frame rate issues and lag making it hard to deal with.

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