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#16 (permalink) | |
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Join Date: Nov 2005
Posts: 10
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Re: Class Limits
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Class limits seem a little silly to me. Principally because a team with 8 mgs or 5 snipers is going to be ineffective. While they would effectively control area, they owuld be inevitably grenaded, flanked.... or bazooka'd. Same with assaults. 8 guys with Thompsons would be great at flanking, nading positions, and capping flags but would be ineffective at controling ground. I think the game lends itself to naturaly occuring class restrictions. Maybe in the early stages of the game (before the game is thoroughly balanced by the developers) it's marginaly necessary to restrict classes but I havn't found that to be the case. At any rate, if you DO decide to use class restrictions, give the players options. Some people just hate certain guns. It's hard enough to get players on the server without forcing every late joiner to use the garand (a gun I believe has a fairly high learning curve). BAZOOKA! |
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#17 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,806
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Re: Class Limits
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#18 (permalink) | |
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Join Date: Mar 2006
Location: Brasília, Brazil
Posts: 3
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Re: Class Limits
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Bazookas, Panzerschrecks and Panzerfausts were used regularly for units engaged in urban fighting in the WWII. Rocket launchers aren't simply anti-vehicle weapons. In an urban combat setting (and every DoDS map so far IS an urban combat situation), rocket launchers were effectively used to blow up walls connecting adjacent buildings, normal walls and fences, and to dislodge snipers and entrenched MGs from their positions without having to risk a sniper of their own. The splash damage is pretty much everything that makes a bazooka good. Rifle grenades can kill unwary snipers or MGers, but they work much better as intimidation and movement-restriction weapons because of their long fuse. Normal grenades require you to either get too close or to have a lot of accuracy and luck to run-jump-throw them (I'm not so sure it works in DoDS, though. I tend to play sniper, riflemen and MGer, no 'nades). And you'd still have to expose a lot of yourself to do that. With a bazooka you can expose only a bit of yourself (usually the tip of the tube), fire against the wall/floor/ceiling behind, over, under or beside your target, and retreat to reload. In those situations, the slow walking speed isn't even a nuisance, as it helps you aiming without having to move your mouse much to compensate for your own movement. It actually takes a lot of work to get enough skill with the bazooka. "Noobs with no skill" using the bazooka are usually lucky, and tend to blow themselves up a lot. When they play it, it's only a few rounds to relieve some stress and laugh a bit, then they either get owned or leave, or change class. In my opinion, bazookas are like a second kind of sniper... just take a look at this comparison: Sniper vs Bazooka 1 - Very high accuracy vs slight parabolic trajectory, good horizontal accuracy and splash damage 2 - One-shot-one-kill vs massive damage in point of impact 3 - Possible 5 kills per clip vs possible 5 kills per rocket (the enemies must be pretty close together) 4 - Must use the scope to fire accurately vs must arm the weapon to fire at all 5 - Slow speed while scoped vs slow speed while armed 6 - Hitscan (instant hit) vs flight time 7 - pistol as secondary weapon vs M1-Carbine as secondary weapon Factors 1, 2, 3, 4 and 5 pretty much cancel themselves (of course, some players might make good use of those factors with some dedication). 6 and 7 are unbalanced alone, but still cancel each other (the sniper fires and kills instantly, but got only a pistol as second weapon, while the bazooka might lose a sure-shot because of enemy movement but got the more powerful Carbine as backup). Some players play as rocket soldier just to have the backup weapon. While the Axis backup weapon isn't very good, the M1-Carbine is reliable (and one of my most beloved weapons in the normal Day of Defeat). So, putting everything together, I think bazookas are part of the gameplay, a perfectly valid form of gameplay, and shouldn't be excluded. Just because some people get lucky and blast people less than two meters away with a bazooka without even needing to aim, it doesn't mean the weapon is unrealistic, unbalanced or anything wrong. Lucky shots are part of Day of Defeat, just as in any game! ![]() Sorry for the long post, I just had these ideas in mind and throught I'd share them. (And no, I still don't play in the TG servers. Not at the moment, but I'm going to as soon as I solve my little problem with lag.) |
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