Once rockets cost resources and you need 3 bricks of C4 to kill a max they can increase the cost for them
I fail to see what the MAX brings to the game beyond "I need to make a few dozen hundred certs, let's go get a MAX!". They either need to be tweaked so they actually fill some sort of role in combat beyond being instant-kill certfarm machines or they need to be removed completely and people compensated appropriately. Actually getting the MAX units to work in a way which is fun and balanced has been something that has been very difficult to achieve since the very launch of the closed beta.
you SOE? no? ok, nvm. i dont care how easy it is to kill them. regular infantry also dies from a brick of C4. but regular infantry doesn't walk around with double HP and kills other infantries like ants. i swear people in this forum has no idea how to balance pros and cons.
Agree with OP. The current MAX unit plays too large of a role in infantry combat. A few small tweaks could bring them in line. I would suggest increasing the time it takes to revive them, somewhere close to the time it takes to arm a generator. This would make coordinated attacks not so easily undone by a single medic. You could also lessen the amount of ammo they can carry making them more dependent on support.
Yeah, that's how it SHOULD work, but not how it DOES work. MAXes are pulled at the drop of the hat in almost every situation. Hell, I've shown but to ghost caps to find MAXes sitting there on the point twiddling their thumbs. There's no reason not to, and if you're not getting killed right away (Or killed and not revived I should say) you can pretty much permanently be in a skillsuit.
Make maxes too strong and they dominate everything. Honestly the endless barrage of missiles coming from just a few NC maxes seems outright OP. ZOE...no comment. Make maxes too weak and they're never pulled. I don't think they're going to find a common ground since they let maxes do everything; Anti-infantry, anti armor, anti air. Maybe if maxes could only have bursters and anti-infantry it would be ok. But giving them the ability to just strafe bomb my vanguard from 500 meters away while I'm having to line up a perfect shot...it's far too OP for the cost.
As soon as MAXes aren't ressable, this would be reasonable. As it is, to kill a MAX once it takes one C4. But then he just gets ressed by a nearby medic, so you still have your 350 resource MAX, and other guy is out 100 resources. I would like rockets and heavy ordnance to cost more, but as it is, when it comes to taking out MAXes it would be absurdly unfair, because spending resources to kill something that will just get back up is kind of silly.
If its not MAX's that seem like they sway the tide of each fight, it will be something else. Please get it through your thick skull that nothing can ever be 100% balanced unless there is one class and one gun. Although im sure you'd still find something to whine about
Stopped reading right there. 24/7 MAX users are like that annoying kid in class constantly raising his hand or that guy at the party trying way too hard to be funny. As a friend of mine would say, "you're ******* killing it, dude." We're all here to play a first person shooter and shoot each other with guns, and you have to stay in your armored coward suit because you're too afraid of engaging another player on relatively fair terms in a video game. Thanks, Higby, for rewarding and encouraging this style of play.
The problem with maxes in this game, just like vehicles, is that anyone can pull one. There is no forced specialization. Doesn't matter what the resource cost/firepower/etc of maxes are, they will always be perceived as OP because anyone can pull one, and there will always be lots of them.
exactly. your point? infantry: no resource cost - no timer - not easy to kill enemy - easy to die. MAX: resource cost - no timer - easy to kill enemy - easy to die. no problem.
This sounds like a much better way to balance the max unit, the revive time has always been a bit silly. making them taken longer then a second to res would maybe make people play the max in more supported rolls, since losing one would mean that you now have a hole in your defenses that isn't just going to pop back up in a second or 2. this might have to be coupled with a slight buff to max HP, but I think it would play a lot better.
I think that there is done merit to arguing that maxes should not be rezzed instantly.. I think that they should be able to be rezzed but there should be some cost to it to limit people from just spamming their max, maybe adding a 100 resource cost would balance it somewhat.
Because the MAX's you're fighting can't move and strafe as fast as infantry while barraging you with dual machine guns at the same time. The ones you're fighting are slow, wide, and clunky... hell they might even be IMMOBILE (lockdown). Easy rocket bait. Try hitting a strafing ZOE max coming at you while shooting you with dual Blueshifts. You will die before you even get your rocket launcher equipped. Hell even if you have it out already you have approximately one second to aim and fire at it, and even then if it wasn't already at half health, it won't kill it anyways. Its always funny seeing VS players continually say how they don't know what all the fuss is about and that they can kill max's in their sleep and its so easy to do etc. You're playing on easy mode.
You do realize that unless your aim is absolutely horrible, you can kill a ZOE MAX faster than the others right? That is the downside to using ZOE. If you try to fight a ZOE by standing still then you deserve to be killed. But if you learn to move and use the right weapon and tactic in different situations then you can kill ZOEs with your HA. I did it quite a few times when I played my TR character and I didn't even have nanoweave or my shield maxed out yet.
You want to put a resource cost or timer on the "base" unit of the game? Even using that as a comparison.....sounds legit. The problem isn't killing a MAX or two, most upper-level players can drop several MAX units before tapping out. It's the fact that when you combine MAX units with any type of overpop the problem gets exponentially worse because every other person is in a MAX unit. Play on Mattherson as NC or TR after 11pm EST for more than an hour and you'll quickly see why so many people ***** about ZOE. The movement benefit is too great. So you literally get every other person in a tricked out James Bond Ferrari that shoots at anything and everything because why not. It's like The Running of the Bulls, except the bulls have laser beams, and pocket veterinarians.
And YOU do realize that rockets have travel time and VS ZOE max's are very thin and very fast, and incredibly hard to hit even in close right? The extra damage ZOE max's take is completely negligible, especially when they have KA upgrades. Not to mention that if the max sees you, you are going to die within 2 seconds (if that) so the slight extra damage he takes makes no difference as he's already killed you after you've managed to fire ~4 LMG rounds at him. The damage penalty is not NEARLY enough compared to how much extra damage and speed the max now has. Not to mention you can simply turn off ZOE on a whim, so if you get hit by a stun grenade or something you can just simply turn it off instantly, with no downsides, and now take less damage... and as soon as its clear can turn it right back on with no cooldown. Also, I don't know about you but when I'm ADSing, I don't have the EZmode VS 0.75 LMG modifier so I move incredibly slow, so unless you suggest hipfiring at the MAX, I can't exactly move very fast and am significantly easier for the enemy max to hit who is strafing back and forth while firing at me with dual blue shifts, than it is for me to hit him. If you think ZOE is anywhere near balanced, you're delusional.