
Originally Posted by
ChaosOneX
While Defiance is a shooter first, it comes across as being only that. Co Op maps need more depth, characters need more depth, and while these are typically more RPG aspects, they can be melded into a shooter centric game.
Let us start with the BMG, while it's cool that it heals, using it gives one the feeling of sacrificing dps in a co op map, and with how co op instances work right now, that actually hurts the group more than it adds. Choosing to heal should offer the group a benefit of some sort, and currently, a group can run through an instance faster without a BMG user than with.
"Well Chaos, what should they do to make BMGs more useful?"
This requires a two fold approach, one is a reworking of the enemy. The enemy needs more health and damage, this makes them more of a threat. The second is a reworking of a BMG. Even if the BMG loses its ability to heal the user, it needs to have its healing rate increased. There also needs to be more variety in BMG aspects, for instance, a target healed by a BMG could gain 15%damage resistance towards attacks from the front.
This ties into the second part about character roles. Aggro.
Ever play a group focused game and you got to play the part of diversion? Well, Defiance needs a second look at its aggro system. LMGs, RLs, and Shotguns all need to have higher aggro rates than other guns. Why? So the enemy can focus on them while the other characters pick them off. Having someone draw aggro has been a staple of multiplayer games for ages, and its a tactic that would lend some more depth to Defiance.
Even a small change like this could drastically change the amount of depth to the game, as it forces players to consider things other than pure damage per shot, and damage per second.
"What about Sniper Rifles?"
Glad you asked. Snipers need to have a higher crit rate, for a skill weapon, and a component of the gun that is based off skill, why is the multiplier so low? It doesn't really make sense for pvp or pve.
Say Trion agrees with me so far, and enemies become more resilient, snipers need to be able to do their job. an increased crit rate would allow them to do that.
"But if an LMG has all the aggro, then won't it be too easy to pick off enemies?"
No. A sniper rifle should have insane aggro per shot, but that aggro is limited in range compared to what an LMG could produce. A small group of enemies will focus on a sniper if one of their number is sniped, but with constant suppression from an LMG, or a shotgunner running through their ranks, they should try to spread out, some focusing on the sniper, some on the other threat.
"But I thought Decoy was the Aggro replacement!"
Decoy wouldn't change, but it shouldn't get all enemies in an entire area to suddenly focus on it. If you continue to spray and pray with an LMG, enemies would stop focusing on the decoy. This would mean that team members would have to communicate more.
"What's the point of grabbing aggro if I can't take more than ten shots as it is now?"
Well, shields need a revamp. Need some that reduce damage from the front, or have a high cap, with a super long refresh rate. This allows a BMG to actually aid a person serving as cannon fodder, and has a trade off for solo play. Some shields could lower player speed in exchange for more capacity and a faster recharge.
I'm going to end this here so I can judge how people react to the thought process so far, but I have a bit more in mind. Please leave a comment.