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[SPECIALIST] My take on balancing the class and my ideas

I read somewhere that devs get/read the constructiv critisism you can find on the forum, and since the specialist is in such a poor state of balance since the release of the game I want to give my opinion on what the specialist needs right now to be balanced or at least to be in a better shape.

To give some context of the player I am: I've been playing competitiv games and online shooters for 6 years, I'm a specialist main, 292 hours playing the game, never out of the top 10 of the team even in bad games, easilly top 5 of my team (eventhough it means nothing), around 25 elims per game (almost no assists) with specialist only, rarely more than 10 deaths. So you can say I'm above average not great but a bit better than your casual player at least, I play on pc europe.

So now to the main topic; it's no surprise to anyone but the specialist is underpowered, worst defense of the 4 base classes, okay guns with one good gun (nt-242) and bad abilities until you use a card slot to get an okay ablity.
What I think the specialist class is trying to be and should be: a glass canon (high damage but low defense) that can use very specific tools for specific situations and specific playstyles. Keep in mind this last sentence because it's the sole thing I've in mind while trying to balance.

Here are my thoughts to balance him out, of course not all of them should be added to the game but if some of them get in the specialist may become a fair class to everybody in my opinion.

Health:

That is the one thing contrary to many wants/believe that I think shouldn't change, to be the glass canon class I'm talking about you need to have low health moreover if you give the specialist more health it will buff obviously his mid/shortrange power but will completely unbalance him at longer distances, by giving him 110, 125, 150 health you will need at least one more shot on almost all weapons to kill a specialist at longer ranges but the real problem would be for the specialist himself by buffing his health you would make the IQA-11 even less effectiv that it already is and take the ability of the NT-242 to oneshot other specialist.

Weapons:

One important thing I have to say before I start talking about the specialist weapon: every classe has a weapon for shorter ranges, one for mid range and one for range, whereas the specialist has a close/mid range weapon (A280-CFE), a long range weapon (NT-242) and a worse long range weapon (IQA-11)

NT-242: the best specialist weapon for the specialist it's good at snipping and long ranges, average mid distance and bad at close range; there is also the disruptor shot mod making the gun a vehicule buster. The problem of this gun is that it does everything the specialist want to do at long ranges. I think it shouldn't have the disruptor shot and instead have a reduced recoil mode.

IQA-11: the problem of this weapon is that once you unlock the nt-242 this gun becomes useless, it is a bad version of the nt-242. Now remember how I said the NT-242 was the vehicule buster and wanting to take the disruptor shot out of it?
I want this gun to have the purpose of bursting the vehicules instead of the nt-242 that already has the best killing power. Make the bolt speed by default for the gun and give it the disruptor shot as a last unlock

Of course what I'm saying about those two gun can be reversed, the NT-242 can be the tank burster and the IQA-11 the long range sniper for soldiers (it would make more sense because the NT-242 is inspired by the Barrett 82 sniper used anti material in real life but honnestly I just want to shoot people with the nt-242 because it looks better than the IQA-11) just swap the two guns and their stats.

A280-CFE: Now to the last specialist weapon, it's short to mid range weapon, the easier would be to compare it to the regular A280 of the assault class.
The difference between the two gun is small, the cfe has a tiny better fire rate between burst (near useless on moving targets) and a better damage fall off (also useless because you won't use this gun at ranges further than 40 meters where the damage drop is more important than 1 damage), while the assault one is worse on the stats, it's played by a trooper with base 150 hp (50% more than the specialist), let's just say that this little “plus” doesn't adds up to the 50 more hp of the assault class.
A simple change would be to make the CFE a 3 shot burst weapon by default make the burst mode a 4 bullet burst and drop the damage of each bullet to 26 while burst mode is equiped, compensating for the missing health of the carrier and pushing the glass canon style of the class.

Abilities:

Shock grenade: Worst grenade of the game, the acid launcher is better than this grenade and it's already a situational grenade. There is two way to buff this grenade, give damage on explosion (50 damage for example) would make the grenade viable or a more difficult way, make explosion damage 25 but the person in the area of effect of the grenade cannot jump, run or crouch giving not a killing power to it but an disruptiv power allowing for you or your allies to shot ennemies.

Infiltration: First of all at least fix the ability please it's working 3 out of 4 times.
When you read the ability you can think it is one of the best abilities of the game but spoilers it's not, reavel ennemies and taking you out of the radar is really good except that a card can also give you stealth and your thermal binoculars can spot the ennemies for you already; more over you are stuck with a gun that is unreliable after 5 meters because of a high spread and a big damage drop off.
Outside of bug fixing a reduce of spread (10%?) or a reduce of damage drop off would be really good for the weapon and not make it feel like a worse A280-CFE.

Thermal binoculars: This abilty is also bugged and it's worse working only half the time.
First like before it needs to be fixed and be reliable. I've got also two ideas to make the ability usefull (let's be frank it's useless while snipping, the time you take to spot and take out your binoculars your target is already away). The first idea is making it having a variable zoom just like the scopes, a default one that doesn't zoom and a second one that has the same zoom as now. Let it spot ennemies through walls but to compensate reduce the spot size (make it like only twice the size of the crosshair (the big circle that indicate you the cooldown of the spot feature), of course people that spawned like less than 10 seconds ago cannot be spotted (let's not make it a spawn killing machine shall we).

Star Cards:

The main problem with the specialist is how weak his default abilities are making it a hard time to chose the right star cards for it as this class is the one suffering the most to have only 3 cards slots, by fixing the specialist abilities the meta may shift for him and the bad cards of the specialist needs to live up to the second most important characteristic of the specialist: his versatility in his build path and use. Every card that I do not mention under are fine as they are in my opinion.

Bodyguard: The second or third most useless card in this game, the value is the same as for all the other classes, problem here the specialist has 33% less health than the second weakest classes in terms of base health so let's give it the same power as the other classes seems faire right?
Level 1:15% → 20%, level 2: 17,5% → 23%, level 3: 20% → 25%, level 4: 25% → 35%
(obviously the numbers are round up)

Trip Mine: The previous buff was really good to this card making it somewhat usefull but to make it good in my opinion it needs to stay after the death of the player and have a visual indication of where and how the mine is going to land, working just like when you throw a grenade in fortnite (sorry for the example if you don't like the game) plus a line that indicates where the laser will be poiting to.

Stinger Pistol: a 30 damage on hit when shooting would be great with smaller damage overtime (12, 14, 16, 20) or make the poison dart a secondary fire to the weapon like the flash pistol of the assault class with a default shoot of 30 damage

Repulsor Canon: Make it hold charges just like the saber rushes and a smaller cooldown (10% less?) would be great for this card and 25 more damage on each hit would be also welcomed bacause right now it's only usefull on heavies with shields and heroes.

Killstreak Infiltration: Here the problem is for all the classes the killstreak version of the weapons is the upgrade your time of infiltration is almost cut in half when using this version, make it 's duration like the others versions but only give 33% time regained when killing someone.


Now my rant is finished, I'm sorry if my post is filled with gramatical errors (not nativ english speaker) and for the lenght of it. I wish they were a spoiler fonction to hide the big blocks of text so it can be more agreable to read for everybody and thanks for reading it to the end.
The ability to speak does not make you intelligent. - Qui-Gon Jinn
Never tell me the odds. - Han Solo

Replies

  • willywonka7
    1222 posts Member
    In regards to the weapons:
    I think that they just need to up the damage of the A280-CFE in the base state before burst mode is added, so that this gun could be used as a CQC weapon still. This will also allow the other less popular star cards to be used more frequently. With such low health as specialist and low damage on the weapon you can't do much as the specialist with this weapon but camp back and fire from mid range which is the only position this weapon works at without getting dominated by the officer, heavy, and assault. You go to far though and now your gun is useless again because your out of range. This weapon needs to be work well for the specialist in CQC battles, so that more of the star cards can be used.

    The rest of the guns are fine. NT-242 is perfectly fine out it is now. Also the IQA-11 is perfectly fine once you get bolt speed on the rifle. It works amazingly with that upgrade. Until then it does suck some.

    In regards to the star cards:
    Completely Agree with these comments.
    Shock grenade: Worst grenade of the game, the acid launcher is better than this grenade and it's already a situational grenade. There is two way to buff this grenade, give damage on explosion (50 damage for example) would make the grenade viable or a more difficult way, make explosion damage 25 but the person in the area of effect of the grenade cannot jump, run or crouch giving not a killing power to it but an disruptive power allowing for you or your allies to shot enemies.

    Thermal binoculars: This abilty is also bugged and it's worse working only half the time.
    First like before it needs to be fixed and be reliable. I've got also two ideas to make the ability useful (let's be frank it's useless while snipping, the time you take to spot and take out your binoculars your target is already away). The first idea is making it having a variable zoom just like the scopes, a default one that doesn't zoom and a second one that has the same zoom as now. Let it spot enemies through walls but to compensate reduce the spot size (make it like only twice the size of the crosshair (the big circle that indicate you the cooldown of the spot feature), of course people that spawned like less than 10 seconds ago cannot be spotted (let's not make it a spawn killing machine shall we).

    Bodyguard: The second or third most useless card in this game, the value is the same as for all the other classes, problem here the specialist has 33% less health than the second weakest classes in terms of base health so let's give it the same power as the other classes seems fair right?
    Level 1:15% → 20%, level 2: 17,5% → 23%, level 3: 20% → 25%, level 4: 25% → 35%
    (obviously the numbers are round up)

    Trip Mine: The previous buff was really good to this card making it somewhat useful but to make it good in my opinion it needs to stay after the death of the player and have a visual indication of where and how the mine is going to land, working just like when you throw a grenade in fortnite (sorry for the example if you don't like the game) plus a line that indicates where the laser will be pointing to.

    Stinger Pistol: a 30 damage on hit when shooting would be great with smaller damage overtime (12, 14, 16, 20) or make the poison dart a secondary fire to the weapon like the flash pistol of the assault class with a default shoot of 30 damage

    Repulsor Canon: Make it hold charges just like the saber rushes and a smaller cooldown (10% less?) would be great for this card and 25 more damage on each hit would be also welcomed because right now it's only useful on heavies with shields and heroes.
    This would be a major improvement to the weapon! The weapon could recharge faster I think if it was given this style of regeneration instead. I also think that it should be given a third charge to start with too. Also let me charge the weapon up and use all or 2 of 3 shots to shot the repulsor cannon like the CA-87 from SWBF 2015 with Focus fire active. See video below for what I am talking about.


    Killstreak Infiltration: Here the problem is for all the classes the killstreak version of the weapons is the upgrade your time of infiltration is almost cut in half when using this version, make it 's duration like the others versions but only give 33% time regained when killing someone.


  • In regards to the weapons:
    I think that they just need to up the damage of the A280-CFE in the base state before burst mode is added, so that this gun could be used as a CQC weapon still. This will also allow the other less popular star cards to be used more frequently. With such low health as specialist and low damage on the weapon you can't do much as the specialist with this weapon but camp back and fire from mid range which is the only position this weapon works at without getting dominated by the officer, heavy, and assault. You go to far though and now your gun is useless again because your out of range. This weapon needs to be work well for the specialist in CQC battles, so that more of the star cards can be used.

    I don't think giving it flat damage boost is a good idea if the thermal binoculars are changed as I proposed you would have the jump with the intel and have a one shooting weapon, that doesn't seems really fair and pretty low risk high reward. By making it a 4 burst weapon it will overheat sooner (1 burst sooner) have a slower ttk than just a buff of damage, though a lower damage drop off would also work on the weapon for the mid range fights with the 4 bullet burst.
    The rest of the guns are fine. NT-242 is perfectly fine out it is now. Also the IQA-11 is perfectly fine once you get bolt speed on the rifle. It works amazingly with that upgrade. Until then it does suck some.

    Yeah those changes are not needed as much as the ones for the A280-CFE since both snipers can be used. I mostly proposed those to align the specialist weapon with the other classes (each weapon on the other classes has different uses whereas the specialist has two sniper to kill people with the same range of use)
    In regards to the star cards:
    Completely Agree with these comments.

    Thank you ^^
    This would be a major improvement to the weapon! The weapon could recharge faster I think if it was given this style of regeneration instead. I also think that it should be given a third charge to start with too. Also let me charge the weapon up and use all or 2 of 3 shots to shot the repulsor cannon like the CA-87 from SWBF 2015 with Focus fire active. See video below for what I am talking about.

    that honnestly feels a bit too strong, it's already pretty deadly to heroes and heavies with the croud control it can give eventhough it seems hella fun.
    The ability to speak does not make you intelligent. - Qui-Gon Jinn
    Never tell me the odds. - Han Solo
  • Milo
    18 posts Member
    Like i said before the class needs a rework not balance. Replace infiltration star cards with specialized "kit" star cards that restrict weapons (for example sniper rifle, pistol, carbine only) but gives other bonuses (like extra health, extra trip mines) based on the weapon the kit can use. No sniper will run around with 150hp, no close range "trapper/spotter" with 100hp. This way the class is an actual specialist and not sniper only.
  • I think a rework is too much to ask and probably not needed fixing the abilities would be a great step already in my opinion more over making an entirely different system for the specialist is a bad gaming design choice in my opinion.

    @GenxDarchi what's your opinion on my ideas? I would like to have an opinion of a console player. ^^
    The ability to speak does not make you intelligent. - Qui-Gon Jinn
    Never tell me the odds. - Han Solo
  • I would actually say a rework isn't needed. It's nice to harken back to the old BF2 with a "sniper" being one of the classes. My only issue with this one is it's trying to make a sniper effective at close ranges also, but with minimal health. Now, hardened infiltration is very good, but I still get wasted rather quickly. It also runs out fairly soon even when I'm not firing or firing very little. I think they should just bump the specialist's health to 125, and make it that when you fire in any infiltration, it doesn't take reduce the timer any. As well as have enemies show up in an outline, not just on the radar.(Like Finn's infiltration) Now I understand that could possibly turn killstreak infiltration OP, but to fix that, just reduce the amount of time restored. It already has a faster run time, so will run out faster than the other infiltrations.
    Tag: Deadeye_Duncan51
    "Do, or do not. There is no try"
  • Zinjo2017
    495 posts Member
    edited May 2018
    I want to be able to shoot through the shield like the heavy can. Finding the right balance between the activation time and the recharge time will be a bit of a challenge, but not impossible. It can be overloaded just like the heavy's so the right weapon fired repeatedly or group of weapons, will disarm the shield.
    I agree that the infiltration is broken. If you are cloaked from enemy sensors that should include turrets. It is a stealth mode is it not?
    For the most part I tend to agree with most of what is being proposed. I particularly agree with the proposed changes to the NT-242. A one shot kill weapon should not also have a vehicle busting mod. Give that to the IQA-11 so on GA maps the Specialist will need to choose if they are going to be on an anti-vehicle or an anti-personnel mission.
    And give all the ION shot weapons more punch. These weapons used to be feared on BF1 and taken out as a first priority by anyone in armor as they were a serious threat.
    5gyfxhxo6249.jpg
  • Zinjo2017 wrote: »
    I want to be able to shoot through the shield like the heavy can. Finding the right balance between the activation time and the recharge time will be a bit of a challenge, but not impossible. It can be overloaded just like the heavy's so the right weapon fired repeatedly or group of weapons, will disarm the shield.
    I agree that the infiltration is broken. If you are cloaked from enemy sensors that should include turrets. It is a stealth mode is it not?
    For the most part I tend to agree with most of what is being proposed. I particularly agree with the proposed changes to the NT-242. A one shot kill weapon should not also have a vehicle busting mod. Give that to the IQA-11 so on GA maps the Specialist will need to choose if they are going to be on an anti-vehicle or an anti-personnel mission.
    And give all the ION shot weapons more punch. These weapons used to be feared on BF1 and taken out as a first priority by anyone in armor as they were a serious threat.

    I think that would be cool, or just have it deactivate like Iden's shield does whenever she fires. But since it is a shield bubble, you shouldn't be able to shoot through it. With the heavy, the weapon is actually protruding through the shield. That's why they can still fire.

    I totally agree here, turrets should not be able to detect you while in infiltration. I would even go so far as to have the ability disable turrets to an extent. If you're in a group of allies with infiltration active, the turret won't be able to track anybody in that group.

    I have to disagree with you about the NT-242 though. I have a strong inkling that it's modeled after the Barret .50 caliber sniper rifle, which is a very heavy weapon that is very strong against vehicles along with being a ridiculous anti-personnel weapon. I like that it has a vehicle buster mod. I would actually buff the IQA-11 just a bit to give a one-shot headshot to all but a heavy, since it's more of a traditional sniper weapon. But that's just me.

    As far as the Ion weapons, right there with ya. They all need a bigger punch. Or at least an added effect of "disabling" vehicles for a short time(slow speed and disable abilities).
    Tag: Deadeye_Duncan51
    "Do, or do not. There is no try"
  • @Zinjo2017 P.S. I think your idea for Inferno Squad skins for Assault is bada$$.
    Tag: Deadeye_Duncan51
    "Do, or do not. There is no try"
  • Zinjo2017
    495 posts Member
    edited May 2018
    Zinjo2017 wrote: »
    I want to be able to shoot through the shield like the heavy can. Finding the right balance between the activation time and the recharge time will be a bit of a challenge, but not impossible. It can be overloaded just like the heavy's so the right weapon fired repeatedly or group of weapons, will disarm the shield.
    I agree that the infiltration is broken. If you are cloaked from enemy sensors that should include turrets. It is a stealth mode is it not?
    For the most part I tend to agree with most of what is being proposed. I particularly agree with the proposed changes to the NT-242. A one shot kill weapon should not also have a vehicle busting mod. Give that to the IQA-11 so on GA maps the Specialist will need to choose if they are going to be on an anti-vehicle or an anti-personnel mission.
    And give all the ION shot weapons more punch. These weapons used to be feared on BF1 and taken out as a first priority by anyone in armor as they were a serious threat.

    I think that would be cool, or just have it deactivate like Iden's shield does whenever she fires. But since it is a shield bubble, you shouldn't be able to shoot through it. With the heavy, the weapon is actually protruding through the shield. That's why they can still fire.

    I totally agree here, turrets should not be able to detect you while in infiltration. I would even go so far as to have the ability disable turrets to an extent. If you're in a group of allies with infiltration active, the turret won't be able to track anybody in that group.

    I have to disagree with you about the NT-242 though. I have a strong inkling that it's modeled after the Barret .50 caliber sniper rifle, which is a very heavy weapon that is very strong against vehicles along with being a ridiculous anti-personnel weapon. I like that it has a vehicle buster mod. I would actually buff the IQA-11 just a bit to give a one-shot headshot to all but a heavy, since it's more of a traditional sniper weapon. But that's just me.

    As far as the Ion weapons, right there with ya. They all need a bigger punch. Or at least an added effect of "disabling" vehicles for a short time(slow speed and disable abilities).

    You have seen the weapon a specialist carriers right? The long barrel will protrude outside the bubble.
    The shield actually does disengage when you fire your weapon which defeats the purpose of it. All it is really good for now is to be able to run through a battlefield and melee enemies. Not the best use of a defensive shield.

    There is a card that does scramble sensors to all team mates of a Specialist within range, so yes that should also temporarily blind the turret's ability to lock on to you and your nearby squad. It would also pit the Specialist as the nemesis to the Officer with a turret deployed.
    I'll stick with my original post. The Ion shot should be an either / or mod for either gun. If you have the mod your don't have a one shot kill, but you can do noticeable damage to shields, vehicles and even droids. If anything, the Ion shot should be a one shot kill only for droids. That would mix up the sniper weapons on the battlefield.
    5gyfxhxo6249.jpg
  • Zinjo2017
    495 posts Member
    edited May 2018
    @Zinjo2017 P.S. I think your idea for Inferno Squad skins for Assault is bada$$.

    It was the only way I could think of to draw attention to the idea on these forums. :)
    Especially with the notion that only canon skins are going to be allowed in this version of Battlefront. I miss my shadow trooper skin from BF1
    5gyfxhxo6249.jpg

  • Health:

    That is the one thing contrary to many wants/believe that I think shouldn't change, to be the glass canon class I'm talking about you need to have low health moreover if you give the specialist more health it will buff obviously his mid/shortrange power but will completely unbalance him at longer distances, by giving him 110, 125, 150 health you will need at least one more shot on almost all weapons to kill a specialist at longer ranges but the real problem would be for the specialist himself by buffing his health you would make the IQA-11 even less effectiv that it already is and take the ability of the NT-242 to oneshot other specialist.

    Weapons:


    NT-242: the best specialist weapon for the specialist it's good at snipping and long ranges, average mid distance and bad at close range; there is also the disruptor shot mod making the gun a vehicule buster. The problem of this gun is that it does everything the specialist want to do at long ranges. I think it shouldn't have the disruptor shot and instead have a reduced recoil mode.
    I think that the NT-242 should have a lower rate of fair(2-3 shots per mag) and deal 200 body shot damage, 400 head. Very slow prep time for each shot, great way to control heroes if one side is steamrolling the other and has many heroes.

    IQA-11: the problem of this weapon is that once you unlock the nt-242 this gun becomes useless, it is a bad version of the nt-242. Now remember how I said the NT-242 was the vehicule buster and wanting to take the disruptor shot out of it?
    I want this gun to have the purpose of bursting the vehicules instead of the nt-242 that already has the best killing power. Make the bolt speed by default for the gun and give it the disruptor shot as a last unlock
    Maybe explosive shot instead, deals more damage to everything.


    A280-CFE: Now to the last specialist weapon, it's short to mid range weapon, the easier would be to compare it to the regular A280 of the assault class.
    The difference between the two gun is small, the cfe has a tiny better fire rate between burst (near useless on moving targets) and a better damage fall off (also useless because you won't use this gun at ranges further than 40 meters where the damage drop is more important than 1 damage), while the assault one is worse on the stats, it's played by a trooper with base 150 hp (50% more than the specialist), let's just say that this little “plus” doesn't adds up to the 50 more hp of the assault class.
    A simple change would be to make the CFE a 3 shot burst weapon by default make the burst mode a 4 bullet burst and drop the damage of each bullet to 26 while burst mode is equiped, compensating for the missing health of the carrier and pushing the glass canon style of the class.
    Or instead, the specialist gets 140 health when using this gun...
    Abilities:

    Shock grenade: Worst grenade of the game, the acid launcher is better than this grenade and it's already a situational grenade. There is two way to buff this grenade, give damage on explosion (50 damage for example) would make the grenade viable or a more difficult way, make explosion damage 25 but the person in the area of effect of the grenade cannot jump, run or crouch giving not a killing power to it but an disruptiv power allowing for you or your allies to shot ennemies.
    [/quotes]
    Make it temporarily disable vehicles instead, for however long its duration is. Still deals trooper damage.
    Infiltration: First of all at least fix the ability please it's working 3 out of 4 times.
    When you read the ability you can think it is one of the best abilities of the game but spoilers it's not, reavel ennemies and taking you out of the radar is really good except that a card can also give you stealth and your thermal binoculars can spot the ennemies for you already; more over you are stuck with a gun that is unreliable after 5 meters because of a high spread and a big damage drop off.
    Outside of bug fixing a reduce of spread (10%?) or a reduce of damage drop off would be really good for the weapon and not make it feel like a worse A280-CFE.
    Definitely has too much spread, is supposed to be mid-range.

    Star Cards:


    Bodyguard: The second or third most useless card in this game, the value is the same as for all the other classes, problem here the specialist has 33% less health than the second weakest classes in terms of base health so let's give it the same power as the other classes seems faire right?
    Level 1:15% → 20%, level 2: 17,5% → 23%, level 3: 20% → 25%, level 4: 25% → 35%
    (obviously the numbers are round up)

    Trip Mine: The previous buff was really good to this card making it somewhat usefull but to make it good in my opinion it needs to stay after the death of the player and have a visual indication of where and how the mine is going to land, working just like when you throw a grenade in fortnite (sorry for the example if you don't like the game) plus a line that indicates where the laser will be poiting to.
    Needs to stay after death, bit counts towards to 2 mine limit. And yes to stinger pistol buff, it is useless.
    Stinger Pistol: a 30 damage on hit when shooting would be great with smaller damage overtime (12, 14, 16, 20) or make the poison dart a secondary fire to the weapon like the flash pistol of the assault class with a default shoot of 30 damage

    .
    I agree with most of your post, these are just the things I wanted to touch on.
    34klo3e3nlma.jpeg
    Threads Want
    I want...
    El-16HFE rof buff
    Engineer class
    OOM-9
    Dual pistols
    Commando class, ARC, commando droid, Inferno Squad, Insurgent, Shock Trooper(FO), assassin(Resistance).
    Umbara
    Utapau
    Heavy/Light vehicle classes
    Dwarf spider droid
    Homing Spider Droid
    Snail Tank
    Saber tank
    RO Jedha tank
    Actual bombs coming out of the bomber.
    RO season
  • Or an increased health star card for specialist.
    34klo3e3nlma.jpeg
    Threads Want
    I want...
    El-16HFE rof buff
    Engineer class
    OOM-9
    Dual pistols
    Commando class, ARC, commando droid, Inferno Squad, Insurgent, Shock Trooper(FO), assassin(Resistance).
    Umbara
    Utapau
    Heavy/Light vehicle classes
    Dwarf spider droid
    Homing Spider Droid
    Snail Tank
    Saber tank
    RO Jedha tank
    Actual bombs coming out of the bomber.
    RO season
  • Zinjo2017
    495 posts Member
    A simple buff in health to that of an Officer is a good start.
    5gyfxhxo6249.jpg
  • GenxDarchi
    7285 posts Member
    I agree with most of this, but I would prefer a Bolt action NT using power cells, and the IQA getting disruptor shot, and I agree the health should stay the same.
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
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  • GenxDarchi wrote: »
    I agree with most of this, but I would prefer a Bolt action NT using power cells, and the IQA getting disruptor shot, and I agree the health should stay the same.

    What about those who use the A280-CFE? A health buff to 140-150 would be good. Yes to the rest.
    34klo3e3nlma.jpeg
    Threads Want
    I want...
    El-16HFE rof buff
    Engineer class
    OOM-9
    Dual pistols
    Commando class, ARC, commando droid, Inferno Squad, Insurgent, Shock Trooper(FO), assassin(Resistance).
    Umbara
    Utapau
    Heavy/Light vehicle classes
    Dwarf spider droid
    Homing Spider Droid
    Snail Tank
    Saber tank
    RO Jedha tank
    Actual bombs coming out of the bomber.
    RO season
  • CloudWalker
    250 posts Member
    edited June 2018
    double post
    Post edited by CloudWalker on
    The ability to speak does not make you intelligent. - Qui-Gon Jinn
    Never tell me the odds. - Han Solo
  • I would actually say a rework isn't needed. It's nice to harken back to the old BF2 with a "sniper" being one of the classes. My only issue with this one is it's trying to make a sniper effective at close ranges also, but with minimal health.

    A rework isn't needed if the class gets some ups here and there but it's in a bad shape as of right now even though there's some hope for june apparently.
    I don't think dice was trying to just make a sniper class with the specialist otherwise why would the A280-CFE would exist? Hence why I said I think it was designed to be glass canon/intel based class and not just a sniper class.
    Now, hardened infiltration is very good, but I still get wasted rather quickly. It also runs out fairly soon even when I'm not firing or firing very little. I think they should just bump the specialist's health to 125, and make it that when you fire in any infiltration, it doesn't take reduce the timer any. As well as have enemies show up in an outline, not just on the radar.(Like Finn's infiltration) Now I understand that could possibly turn killstreak infiltration OP, but to fix that, just reduce the amount of time restored. It already has a faster run time, so will run out faster than the other infiltrations.

    Well that's the other way to do it and as I said in my post I don't think it is the right one.

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    Zinjo2017 wrote: »
    I want to be able to shoot through the shield like the heavy can.

    That honnestly seems too strong the heavies can shoot sure but they only have a front shield that does not cover all their hitbox and makes them moving slower to balance it, to get this ability the shield would need to lose something to balance it
    Zinjo2017 wrote: »
    I agree that the infiltration is broken. If you are cloaked from enemy sensors that should include turrets. It is a stealth mode is it not?

    That's a good idea of a buff honnestly.
    Zinjo2017 wrote: »
    For the most part I tend to agree with most of what is being proposed.

    Thank you
    Zinjo2017 wrote: »
    I particularly agree with the proposed changes to the NT-242. A one shot kill weapon should not also have a vehicle busting mod. Give that to the IQA-11 so on GA maps the Specialist will need to choose if they are going to be on an anti-vehicle or an anti-personnel mission.
    And give all the ION shot weapons more punch. These weapons used to be feared on BF1 and taken out as a first priority by anyone in armor as they were a serious threat.

    Technically the NT doesn't have the 2 at the same time since it looses important damage points when you equip the disruptor shots so you can't have both at the same time but since the gun can do both of the 2 it just makes the IQA useless except if you can't handle the bullet travel time (but you will need pin point accuracy cause it doesn't kill with out head shots).
    As for the ION yes they are cruelly under powered in the game, they either need to have no damage reduction or more damage on vehicules (no damage drops would be better imo).

    Cool skin idea by the way but it's breaking canon right? Maybe for a new class or as a skin for the death troopers that would be awesome.

    ___________________________________________________________________________________________________________________
    I would actually buff the IQA-11 just a bit to give a one-shot headshot to all but a heavy, since it's more of a traditional sniper weapon. But that's just me.

    That would be nice, like a 250% crit for headshot instead of the 190% percent like every weapons giving it a one shot head shot on specialist/assault/officers, 1 head 1 body shot for heavies while having higher rate of fire, faster bullets and better cooling than the nt-242
    As far as the Ion weapons, right there with ya. They all need a bigger punch. Or at least an added effect of "disabling" vehicles for a short time(slow speed and disable abilities).

    That would be really frustrating honnestly just like the y-wings in starfighter assault.

    ___________________________________________________________________________________________________________________
    I think that the NT-242 should have a lower rate of fair(2-3 shots per mag) and deal 200 body shot damage, 400 head. Very slow prep time for each shot, great way to control heroes if one side is steamrolling the other and has many heroes.

    I don't think giving more power to the NT is a good idea it is already really strong
    Maybe explosive shot instead, deals more damage to everything.

    I'm not a fan of explosives shot honnestly they feel cheap, it would just push even more the idea that the IQA is an easy version of the nt with less power
    Or instead, the specialist gets 140 health when using this gun...

    From a developper point of view I think it's complicating things, I do like the idea personnally but the game is aimed to be simple/casual and it would go against this.
    Or an increased health star card for specialist.

    it creates the exact same problem as just buffing the base health of the class for sniping in my opinion.

    ___________________________________________________________________________________________________________________
    GenxDarchi wrote: »
    I agree with most of this, but I would prefer a Bolt action NT using power cells, and the IQA getting disruptor shot, and I agree the health should stay the same.

    Thank you, I also would prefer killing people with the NT also, the weapon does look sick even though it does not make a lot of sense. xp

    ___________________________________________________________________________________________________________________

    Also sorry for the slow answers and the long post everybody, I didn't had a lot of time to answer with the exams.
    The ability to speak does not make you intelligent. - Qui-Gon Jinn
    Never tell me the odds. - Han Solo
  • EnderLionheart
    245 posts Member
    edited June 2018
    A rework isn't needed if the class gets some ups here and there but it's in a bad shape as of right now even though there's some hope for june apparently.
    I don't think dice was trying to just make a sniper class with the specialist otherwise why would the A280-CFE would exist? Hence why I said I think it was designed to be glass canon/intel based class and not just a sniper class.





    That would be really frustrating honnestly just like the y-wings in starfighter assault.

    As far as the first point, I had just meant not a hard rework. I'm right on board with the few ups here and there. And I'm right there also, I'm aware of the A280-CFE and I know that they weren't aiming to make strictly a sniper. That's actually what I was saying with my issue of the class. That they made a primarily sniper-type class that's supposed to also be effective at close ranges with the A280-CFE and Infiltration, but the specialist is a glass cannon. You can't have close-range classes be glass cannons. It totally defeats the purpose. If it IS supposed to be a glass cannon, then take away the close-range weapons. Like I said, it defeats the purpose.

    On my second point, while it would be annoying yes, that's actually what I was going for. For it to happen exactly like the Y-Wing in SA. So few people use Ion weapons(torpedo, grenade). The only thing that sees wide usage is the Ion Turret. Granted when I played, I use the Disruptor shot on the NT-242 all the time. And I love that. That should not have a long disable time, maybe a second or two. But the actual star cards should have a longer disable effect. And I'm only saying that because of the pitiful damage that they do to vehicles. If they did more, then of course there should be no disable effect. But since they don't do much, I think the effect should be added.
    Tag: Deadeye_Duncan51
    "Do, or do not. There is no try"
  • You can't have close-range classes be glass cannons. It totally defeats the purpose. If it IS supposed to be a glass cannon, then take away the close-range weapons. Like I said, it defeats the purpose.

    I'm sorry I don't see your point here to me being glass canon can go with close quarter fights especially when you can go off radar or protect yourself with the bubble.
    On my second point, while it would be annoying yes, that's actually what I was going for. For it to happen exactly like the Y-Wing in SA. So few people use Ion weapons(torpedo, grenade). The only thing that sees wide usage is the Ion Turret. Granted when I played, I use the Disruptor shot on the NT-242 all the time. And I love that. That should not have a long disable time, maybe a second or two. But the actual star cards should have a longer disable effect. And I'm only saying that because of the pitiful damage that they do to vehicles. If they did more, then of course there should be no disable effect. But since they don't do much, I think the effect should be added.

    Honnestly the ion mods should not reduce damage on infantry for the small buff they give or they should deal more damage way better than the disabling effect in my opinion. ^^
    The ability to speak does not make you intelligent. - Qui-Gon Jinn
    Never tell me the odds. - Han Solo
  • You can't have close-range classes be glass cannons. It totally defeats the purpose. If it IS supposed to be a glass cannon, then take away the close-range weapons. Like I said, it defeats the purpose.

    I'm sorry I don't see your point here to me being glass canon can go with close quarter fights especially when you can go off radar or protect yourself with the bubble.
    On my second point, while it would be annoying yes, that's actually what I was going for. For it to happen exactly like the Y-Wing in SA. So few people use Ion weapons(torpedo, grenade). The only thing that sees wide usage is the Ion Turret. Granted when I played, I use the Disruptor shot on the NT-242 all the time. And I love that. That should not have a long disable time, maybe a second or two. But the actual star cards should have a longer disable effect. And I'm only saying that because of the pitiful damage that they do to vehicles. If they did more, then of course there should be no disable effect. But since they don't do much, I think the effect should be added.

    Honnestly the ion mods should not reduce damage on infantry for the small buff they give or they should deal more damage way better than the disabling effect in my opinion. ^^

    No decrease in infintry damage... I like it.
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  • I'm sorry I don't see your point here to me being glass canon can go with close quarter fights especially when you can go off radar or protect yourself with the bubble.


    Honnestly the ion mods should not reduce damage on infantry for the small buff they give or they should deal more damage way better than the disabling effect in my opinion. ^^

    Even if you're off radar, once someone gets hit by the shots, they just turn to where I am, and I just get wasted. Still. Though I actually picked the game back up today after not playing for about a week and a half, and I did get a couple kills with Hardened Infiltration. That was a fun one. But the Specialist is still far too weak to be up on the front lines of the action.

    I can see why they do less damage to infantry/Heroes. Ion weapons in general aren't very effective against organic targets. But they should definitely be wrecking anything mechanical. I agree that they should do more damage to vehicles, but I personally would still really like to see some sort of disabling effect.
    Tag: Deadeye_Duncan51
    "Do, or do not. There is no try"
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