Damm after reading this I quickly got some permanent BF items for gunner and lvled him up to lvl 12! Hope he will be lvl 20 before update.(2 max abilities)
Make that 13 for me. :/ Now commandos need a PS nerf and soldier's BB could do less damage in excange for more CM.
it should be noted that its talking about 5/5 keg, it wont burn now, it will just slow, does that mean only 5/5 FF will be the only part that heals? there will also be cooldowns for being given a gunners shield, but what if gunner 1 gets gunner 2's shield, but then gunner 1 wants his own? il watch the pte guys reactions edit: apparently from forums, the new FF gives 8% of total health every 4th shot, thats 12hp for 4 hits. 10 seconds to heal 72 hp.
19 commando, 15 soldier, 13 gunner. I'm playing now mostly with soldier. I don't know is this good or bad, let's see what will come. Now I have won most of the fights against gunner with my soldier.
These changes are certainly going to make me think about what abilities I use and probably have to adapt the tactics I use. Still its going to be fun testing all the up coming changes, HATE even hinted at new map(s) not being too far away. I think new maps is a good thing for everyone. ALthough I do worry that they might be trying to change too much at once, but at least we have PTE to test it before it comes to main game. Although I can still see the forums flooded with "x is overpowered" threads on the forums because some people are never happy. Can't wait for them to release some more information about the coming updates
I still think the soldier needs a speed boost of his own example: gunner's leg it and commando's elixer.I know the gunner can share leg it but still,soldiers need a way to get out of the range of snipers.
Well, as i commando im pretty much fcked. Groups now soldier-heal, heal over time from ff and as a bonus they share multiple shields (as if shared heals were not enough). From point when i could take one down and retreat, i would need three-four shots to take down single opponent!! Lets count an average group of gunner+soldier at same levels (they have lower heals, you dont have PS high enough...) Also lets assume that they are not complete morons and manage to activate abilities on time, also assume i can hit every shot to my intended target head and he cannot find cover. Round 1 120(160) hp - 75(headshot with slow rifle and PS 5) Round 2 45(85) hp + healed 50(64) hp - 75 Round 3 20(74) hp + 60 shield - 75 Round 4 5(59) hp -75, kill So i would need 4 absolutely perfect shots in rapid succession to make a kill...and lets face it, who can do 3 headshots + 1 hit in a row. Taken into account healing capability of FF, gunny may need 4 headshots + 1 anywhere. Group of 3(any combo) becomes immortal, no matter how awesome your aim is. Im not even mentioning that they can also shoot + move behind... Also two gunners will be invulnerable by tanks (any number) by just switching I eat grenades and Shield in turns. So, only way to kill 2 gunners an soldier 1) 8 tank hits at once in blind window between one of the IEG´s (2 sec?) 2) concentrated fire of 3 commandos(assuming perfect aim) at extreme range(not to get mowed down instantly). 3) Equal group 4) Tactical nuke (provided gunned would not eat it too) 5) Roadkill at blind angle (BS negates)