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« on: May 17, 2011, 09:11:26 PM »
*longest whiny post I've written in ages*
This post originally started off as just about the Top Man discussion, but then I decided to go on about all sorts of classes and possible balancing after mentioning Heat once.
On the subject of Top Man.. I was watching The Rush play as him in Team Possession, and he claimed to almost never use top throw. In 4 rounds, he had 56 kills, about 2.5 times that of anyone else. Top is definitely easy to kill with. He's one of those classes that are absolutely ridiculous in some aspect, similar to Hard (resistancewise). However, because of this, its kinda odd to nerf them, while still retaining their usefulness. Go into a TDM, and Top men always often lead their team very easily, whereas classes like Heat never see the light of the lead. These are the grounds for a nerf of some sort that I can somewhat argue.. but I'm clueless onto how said nerf should be applied.
Whiiiich brings me to Heat Man. Who really really.. sucks. Mainly because I feel like ammo is too much of an issue with him. It seems to run out too quickly, or not recharge quick enough. After Heat's first few attacks, he can't really do much else.
Also, will Bomb Man's Mega Bomb explosion ever be fixed? Since its explosion trajectory is reaaaally disjointed, and the explosion sprite is still nowhere near the bomb. I can imagine its a pain to fix, but its a pain to die to ridiculously far off bombs too. Especially when he can use them so often.
Another person is Gyro. He's good as he is. I think a 4HKO would be more fitting than a 3HKO, due to the infinite ammo and useful trajectory (in comparison to Tomahawk). Unless this got implemented and I didn't notice. Haven't played too much 5b to be totally certain on this one.
Wily; is he supposed to stay in Alien form even after you run out of ammo? Because he does, and its kind of abusable in certain games, as well as retreats. Otherwise, he's fine as is.
Drillman, Drillman, Drillman. I feel like he's just a beefed version of Woodman, with more useful invincibility that does better damage after its release and a better, less ammo consuming attack. Well, technically, since the ammo bars are two different ones, he can attack, then hide. Poor woody has to choose to attack with pitiful projectiles or hide while being followed throughout the slow walking invincibility. Poor woody, outdone in every way, except maybe resistance.
Magnetman's magnet pull really sucks. Badly. More range, or damage? Just as long as it doesn't cause lag. Speaking of lag, Airman's alt 'apparently' lags pretty hard when used enough, which is sad because I enjoy using him too. I think Flameman's laggy alt got fixed, but not sure. I'd mention Pharaoh Aura/Chargeman's Charge too, but that seems unavoidable.
Crystalman.. has his ammo been increased? Since he can get really spammy very easily indoors. Whichever version allowed 4 shots of alt fire I think had it best.
Gravityman; since Gravity Hold is less useful than it was when it could fling people around, or send people onto the ceiling.. should it recharge a little faster now? Since it doesn't do much damage most of the time anyway.
Waveman; his waves recharge preeeetty slow, sorta like Heatman. The harpoons don't give much coverage after running out of the wave so quickly. Minor recharge rate increase?
Needleman: the firing, its so spammable. I don't really know what to say on this class, except the combination of the spammy firing and powerful melee alt make him seem a bit overpowered. But not too much.
Hardman; I don't wanna bother discussing him in detail (which everyone else did pages ago I believe), but I feel like he's too useful in bigger games. Minor armor weakening to buster type weapons? A hair slower firing rate?
Ok, now that I got that all down, possibly forgetting a class or two.. I'll let this sit here to be ignored/disproven. Or at least spark a discussion on one of the classes that no one mentions. (heat, air, magnet, wave..)