Forum Discussion
On a related note, the gaslighting in this thread is off the charts.
I play the game as a tank main and as a Boris engineer when I'm not in a tank and I know what I'm seeing play out in the game and it's not what is being misrepresented in this thread.
To what exactly are you referring?
- Captain_Tachi3 years agoSeasoned Hotshot
Ok some more feedback.
1. The recoilless is a good weapon to shoot down helicopters, but not very useful against tanks. Against tanks, the risk is high and even if you hit all rockets, the tank will still have a good amount of health. It makes 0 sense to engage a tank on your own, so most of the time, nobody will engage at all
2. FXA is just good deny some area for air for a very short time. You will nearly never kill someone with it. The problem is, that after three rockets, you are empty and can't deny anything anymore. The slot is not worth it, for this small benefit.
3. Boris turret is too weak. The lock on time is too long against infantry, the bullets are too slow for air vehicle, the damage against vehicles is too low. The passive trait forces you to stay at your gun, the area for that is very small and as it makes noise so everybody knows where the gun is, everybody will also see you if you try to use your passive. And even with the passive, the turret can't kill anybody. Risk to reward is unsatisfying.
Auto turrets are good for new players to get some support, that is why he is still so popular. But he is just too weak.
4. Crawford, you are one big sniper target or the vehicles will kill you before you are able to get some noticeable damage out. Passive is ok, not overwhelming, but "ok". Would not pick him in any situation.
5. Lis is somewhat ok, her rocket doesn't make much damage against tanks and is not too agile against air. I think she is in a good spot (even if I think it is still too strong against ground vehicles, because there is no real counter for them). But as the other options were so weak (the rocket launcher + specialists) she was the only viable option to fight vehicles. Now with the nerf, many players don't have an useful counter against vehicle (especially air).
6. I understand the philosophy of the specialists and classes, that you have to play together, to be successful. For example, if you have enough ammo crates from your team, you would have enough FXA to deny the air for longer time. The problem is, it should not be balanced to how it "should" be played, it should be balanced, how it is played. And at the moment, not enough ammo crates are present, not enough people pick engineer and so on. If the teamplay is lacking, either reduce the amount how much is necessary to ve successful, or implement more mechanics, what will make it more worth it.
For example, I played Rao before the class system to counter vehicles, I would not touch him anymore, because his traits are very reliant on teamplay. Same for the SOFLAM. I will not use them, because I don't feel, that they are somewhat helping anybody. (Because lack of teamplay). I am a supporter of teamplay at battlefield but if there is such a disconnect between the philosophy and the reality, something has to change.