Forum Discussion
@DigitalHype wrote:
@Prof3ss0r_M1k3 wrote:i think class restrictions are a bad idea. the stealth helicopter will be completely invincible. no other vehicle in the game has required two people to even be able to shoot at the vehicle. with the restrictions you will need rao to hack the stealth mode and then you will need an engineer capable of locking/firing/hitting the helicopter in the short hack window just to get one hit that will not kill the helicopter.
the stealth is already a major problem in breakthrough and it's going to get a LOT worse if Rao gets locked out of a stinger and most of the rest of the infantry can't have a stinger.
It is crucial that DICE realize this. Which of course means they will likely ignore the multiple warnings and advice about this.
Vehicles should take more than one person to kill. It’s called team work.
@FlibberMeister wrote:
@DigitalHype wrote:
@Prof3ss0r_M1k3 wrote:i think class restrictions are a bad idea. the stealth helicopter will be completely invincible. no other vehicle in the game has required two people to even be able to shoot at the vehicle. with the restrictions you will need rao to hack the stealth mode and then you will need an engineer capable of locking/firing/hitting the helicopter in the short hack window just to get one hit that will not kill the helicopter.
the stealth is already a major problem in breakthrough and it's going to get a LOT worse if Rao gets locked out of a stinger and most of the rest of the infantry can't have a stinger.
It is crucial that DICE realize this. Which of course means they will likely ignore the multiple warnings and advice about this.
Vehicles should take more than one person to kill. It’s called team work.
If they have a repair monkey helping, I agree. If they're solo or with a gunner, I strongly disagree. An anti-tank player should always be able to solo a tank, or realistically - have the tools necessary to solo a tank. It'll ultimately fall on their skillset, and their ability to flank a tank and capitalize on it.
For me at least, what I dislike about the specialist gadgets is that they add unhealthy pressure to certain roles. I'd want tanks to have a realistic allowance for aggression, but there are abilities and gadgets that are seemingly designed to keep them at a distance. Lis' TV missile for example is awful for close quarter combat against a tank, and it's more well suited to kite them at a distance - preventing them from auto healing. I don't think that's fun for the tanker, and I think it's boring for infantry play since the risk is so minimal.