I finally had a chance to play around with JK2: JO this past weekend. It was fairly simple to pick up the basics after playing so many FPS's and reading a few tip posts. Wasn't long before I was Pushing/Pulling people off ledges constantly and mastering the fine art of running away from Drain whores. I've played CTF pretty much exclusively up to this point, so this post pertains mostly to that style of gameplay.
I have no current interest in playing JK2: JO competitively until several significant balance issues are resolved.
The Flechette Gun, Missile Launcher, and Heavy Repeater pretty much surpass any other weapon in the game. As is the cast with nearly every first person shooter, rapid-firing splash damage weapons that inflict high damage reign supreme. After playing Unreal Tournament for a long time, it was an easy feat to pick up any of these 3 weapons and kick ass using copied tactics from UT. If you simply removed all three of these guns, or severly limited the ammunition for their powerful splash damage attacks, it would immediately make CTF Gun games far more intruiging (and unique in the grand scheme of first person shooters).
Force Powers also suffer from a few imbalances. I don't mind the Push/Pull/Grip wars as much as I strongly dislike the Drain vs Heal wars. Drain was supposed to be the counter to Heal, but it pretty much counters everything. The whole concept of having Force Powers is nullified when half the players on the server are Draining the Force out of the other half. Without Drain however, it is a simple matter for Lightside players to prolong combat by constant evasive jumps/rolls until they can Heal. This would be especially problematic if the splash damage guns were removed.
So, I'd rather just see Drain and Heal both removed or severly toned down. Short of removing/greatly nerfing Drain and Heal, I don't see much balance in the Force Powers anytime soon. Lightning vs Absorb would need to be re-calibrated a tiny bit, but with the Drain vs Heal issue settled it wouldn't be hard.
Lastly, I dislike playing on Jedi Master servers. Giving everyone a large amount of points to distribute amongst their Force Powers promotes conformity and hinders player's ability to create unique or special configurations. I would rather see the debate raging over whether or not the Force limit should be at Jedi vs Jedi Knight, not Jedi Knight vs Jedi Master.
I strongly feel that JK2 would be a great competitive game if the three guns mentioned were toned down, Drain and Heal were nerfed/removed, and the force limit on ladders was lowered to Jedi or Jedi Knight.
Nordramor
Nordy!
I have no current interest in playing JK2: JO competitively until several significant balance issues are resolved.
The Flechette Gun, Missile Launcher, and Heavy Repeater pretty much surpass any other weapon in the game. As is the cast with nearly every first person shooter, rapid-firing splash damage weapons that inflict high damage reign supreme. After playing Unreal Tournament for a long time, it was an easy feat to pick up any of these 3 weapons and kick ass using copied tactics from UT. If you simply removed all three of these guns, or severly limited the ammunition for their powerful splash damage attacks, it would immediately make CTF Gun games far more intruiging (and unique in the grand scheme of first person shooters).
Force Powers also suffer from a few imbalances. I don't mind the Push/Pull/Grip wars as much as I strongly dislike the Drain vs Heal wars. Drain was supposed to be the counter to Heal, but it pretty much counters everything. The whole concept of having Force Powers is nullified when half the players on the server are Draining the Force out of the other half. Without Drain however, it is a simple matter for Lightside players to prolong combat by constant evasive jumps/rolls until they can Heal. This would be especially problematic if the splash damage guns were removed.
So, I'd rather just see Drain and Heal both removed or severly toned down. Short of removing/greatly nerfing Drain and Heal, I don't see much balance in the Force Powers anytime soon. Lightning vs Absorb would need to be re-calibrated a tiny bit, but with the Drain vs Heal issue settled it wouldn't be hard.
Lastly, I dislike playing on Jedi Master servers. Giving everyone a large amount of points to distribute amongst their Force Powers promotes conformity and hinders player's ability to create unique or special configurations. I would rather see the debate raging over whether or not the Force limit should be at Jedi vs Jedi Knight, not Jedi Knight vs Jedi Master.
I strongly feel that JK2 would be a great competitive game if the three guns mentioned were toned down, Drain and Heal were nerfed/removed, and the force limit on ladders was lowered to Jedi or Jedi Knight.
Nordramor
Nordy!