[QUOTE=titan;527359]In 5v5 field ops are really useless (Excluding swapping them out to keep the EV down as long as possible which is still a pretty awful mechanic and really needs to be addressed with maybe a global airstrike cooldown?)
Ammo can be gained by suiciding or from ammo crates and air strikes aren’t useful vs teams who are on the ball. They also have no special guns other than artys Dreiss AR which for me bounces between totally useless or seriously good but still not consistently good enough to make him a real pick.[/QUOTE]
If fragger wasnt this potent at killing (as if field ops had any other role, when you can selfkill and regain your ammo) you would see more of them. As long as mercs like fragger exist i dont see this changing.
[QUOTE=titan;527359]
- Give field ops better weaponry[/QUOTE]
Like what ? Skyhammer already have access to the best guns aside from k121 (which i do think is overpowered) so should they add even stronger guns now ?=/
[QUOTE=titan;527359]
- Nerf ammo crates hard or disable in competitive[/QUOTE]
Would probably help a bit but as long as you can selfkill and respawn with ton of ammo it would probably stay the same way most of the time.
[QUOTE=titan;527359]
- Expand on the current system of direct ammo pack hits lowering ability cooldowns, maybe making it so all ammo packs regardless of direct hit or not lower cooldowns? Instead of a medic sitting behind a fragger we could see field ops throwing packs to get the nade back up? Might be awful, just an idea[/QUOTE]
You already figured that its an awful idea, lets leave it at that 8D.
[QUOTE=titan;527359]
- More consistent air strikes. Right now the trajectory of the air strike seems random? Might be wrong but if theres logic behind it I havent figured it out personally and having them come in from 1 angle when you wanted it to come from another can be really infuriating.[/QUOTE]
As far as i know its not random, it all depends on your character position when throwing it. I didnt test it or anything but i think that it always starts from the same horizontal direction but im not really sure now that you mention that ;p
[QUOTE=titan;527359]
- Make the air strikes less about kills and more about area denial. What about an incendiary strike that’s quite large and lasts on the ground for 10-15 seconds.[/QUOTE]
I would be happy if air strikes did work the same way as they did in et. Instant throw (without that silly animation we have now), red smoke so enemy team can see it (and it would lie on the ground longer becuase you dont need to lose 1 sec of that animation), meaning that it would work better as area denial than killing tool. Arty could use ET style artillery as well ;( .
I would agree with that if there was a smoke indicating that air strike is coming, right now i often die to “invisible” air strikes because those red spots on the ground seems to be bugged as hell.
[QUOTE=titan;527359]
- Slow down engineer defuse times. I like to bring arty in when defending a c4 plant on terminal stage one but for reals in the time it takes for an airstrike to be called in and to arrive an engineer has already done 75% of a defuse, it’s just way too quick[/QUOTE]
Fields ops aside, i agree with that. 25% slower defuse time at the very least (for engineers).
[QUOTE=titan;527359]
- Have players start with less overall ammo, to make suiciding a less than ideal choice[/QUOTE]
As long as its not for public servers, i already run out of ammo constantly because no one like to drop ammo ;(
[QUOTE=titan;527359]
What are your ideas? Were they more useful in rtcw / et? If so how? :)[/QUOTE]
Fraggers cant be this good at killing, so nerfing them should already help with the problem as for fields ops being useful in ET (didnt play rtcw), you always had one in the team unless it was indoor map and even then people often took him for ammo alone. Fields ops in ET were great, especially that they had both air strike and artillery fire so you had a choice (and it was great artillery fire unlike that abomination that arty have 8D ).