Warning: LOTS of yapping
The power dynamic problem is something ive seen in every impulse server ive ever been in so far, and can be described as the following: OTA>REBs>CPs, with the REBS being able to pick their fights. Because of this, the rebs will almost always go after the CPs, and avoid the OTA like the plague, even go so far as to DC during JW so they dont loose their kits to them. And i dont really blame them, cause going up against them- even as a organized force almost always ends up with you and the lads getting brutally raped.
I mean. One OTA is worth 2-3 kitted out rebs, and on a high pop server, theres 12 or even MORE of them.
This leads to a boring cycle of rebs bullying CPs for their lunch money until the big brother OTA gets called in to chase off the bullies. Rinse and repeat until JW. And the rest of the time the OTA are either doing their best impression of a statue, or are shooting naked refugees in the outlands because no way in hell is someone gonna be stupid enough to bring a kit over there just to loose it.
So the steps i want to take to combat this problem is as follows:
Shorten the TTK: A shorter TTK has a bigger emphasis on individual skill and positioning white a longer TTK favors gear, and numbers. Shortening the TTK would give both CPs, and rebs the ability to punch above their weight classes without completely negating the combat advantage of being a juggernaut with a M60. Now there's gonna be some bitching at first, but i feel its mostly just growing pains as people learn to adjust their strategies to fit the new TTK. The infamous OTA conga line is NOT gonna work against a rebel machinegun nest when a machinegun can kill an OTA in 4-8 shots. They're gonna have to try something else, such as flanking, or throwing a grenade.
Give CPs the ability to initiate their OWN fights: I feel like rebs should be allowed to fight without a suit with the caveat that they can only use a normal pistol. To compensate the CPs should be able to sweep blocks, do random searches, kick down doors, and even do shadowraids with a 30 minute cooldown. The rebs shouldnt be the only ones who can normally initiate the fights.
Make the OTA alot less passive: Limited amount of OTA should be able to participate in the previously mentioned activities, and basically perform as the party's tank as it were. I feel like one OTA to every 3 CPs is a place we can start.
And nerf the OTA as necessary to compensate: I sure as shit think their weapons should be among the most damaging in the game, im not asking to change THAT, but maybe do some things under the hood to make them less tanky, i think OTA comes with damage resistance ON TOP of their SP, i say ditch one, and leave the other. Either have SP, OR damage resistance. If we decide to try out TacRP, i vote ditching the latter so the guns can interact with the SP system, or if we're using anything else, stick to simple damage resistance.
The power dynamic problem is something ive seen in every impulse server ive ever been in so far, and can be described as the following: OTA>REBs>CPs, with the REBS being able to pick their fights. Because of this, the rebs will almost always go after the CPs, and avoid the OTA like the plague, even go so far as to DC during JW so they dont loose their kits to them. And i dont really blame them, cause going up against them- even as a organized force almost always ends up with you and the lads getting brutally raped.
I mean. One OTA is worth 2-3 kitted out rebs, and on a high pop server, theres 12 or even MORE of them.
This leads to a boring cycle of rebs bullying CPs for their lunch money until the big brother OTA gets called in to chase off the bullies. Rinse and repeat until JW. And the rest of the time the OTA are either doing their best impression of a statue, or are shooting naked refugees in the outlands because no way in hell is someone gonna be stupid enough to bring a kit over there just to loose it.
So the steps i want to take to combat this problem is as follows:
Shorten the TTK: A shorter TTK has a bigger emphasis on individual skill and positioning white a longer TTK favors gear, and numbers. Shortening the TTK would give both CPs, and rebs the ability to punch above their weight classes without completely negating the combat advantage of being a juggernaut with a M60. Now there's gonna be some bitching at first, but i feel its mostly just growing pains as people learn to adjust their strategies to fit the new TTK. The infamous OTA conga line is NOT gonna work against a rebel machinegun nest when a machinegun can kill an OTA in 4-8 shots. They're gonna have to try something else, such as flanking, or throwing a grenade.
Give CPs the ability to initiate their OWN fights: I feel like rebs should be allowed to fight without a suit with the caveat that they can only use a normal pistol. To compensate the CPs should be able to sweep blocks, do random searches, kick down doors, and even do shadowraids with a 30 minute cooldown. The rebs shouldnt be the only ones who can normally initiate the fights.
Make the OTA alot less passive: Limited amount of OTA should be able to participate in the previously mentioned activities, and basically perform as the party's tank as it were. I feel like one OTA to every 3 CPs is a place we can start.
And nerf the OTA as necessary to compensate: I sure as shit think their weapons should be among the most damaging in the game, im not asking to change THAT, but maybe do some things under the hood to make them less tanky, i think OTA comes with damage resistance ON TOP of their SP, i say ditch one, and leave the other. Either have SP, OR damage resistance. If we decide to try out TacRP, i vote ditching the latter so the guns can interact with the SP system, or if we're using anything else, stick to simple damage resistance.