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Old 02-11-2010, 10:12 PM   #1
immortal
BADASS
 
Join Date: Nov 2009
Location: Brazil
Class/Position: D Solly, O Med
Gametype: kill.conc.cap
Affiliations: [TALOS]
Posts Rated Helpful 0 Times
A review about overpowered Offense over Defense

1. Concussion grenades have no downside. The only downside is fall damage and the dizzy effect (which is kinda useless considering how the Scout and Medic would rather avoid combating front-line defenders when they move toward the flag.) Besides, the fall damage isn't even a problem, as the Medic(s) can throw a med-pack out or tap team-mates with the medkit. That extra fall damage sometimes means one less shotgun blast from the defense.


2. Medic pairing breaks offense, as any damage done to them can easily be reversed with two taps of the medkit or a toss of the medpack from each of them. They can then go at 100% hp capacity toward another defender or even a sentry gun or too. In situations where they can't medkit one another, they can toss medpacks on the floor and pick them up as needed or throw them in each other's general direction. Restrict Medics from healing one another


3. It was mentioned on another thread that jump-pads broke the speed of the game. This is true for offense too. All it takes is a few vital seconds of distraction for a Scout to drop a jump-pad in the enemy base. This gives every team mate increased movement, and the defense can do nothing once it is up. It becomes even more of a problem when the jump-pad has been built on the offense's side of the map, as they get a free ride to the enemy


4. When the offense gains the upper-hand, the defense often has to sacrifice their health through various means (grenade jump, rocket jump, and so on) to get back to their positions. The offense almost always comes into the enemy base with near full health, so they have an even further advantage over the defense.



Basically if you sum it all up:

- virtually no fall damage
- very efficient healing
- high moving speed without concing - for the whole team
- more "offense per minute"
- injured or late well positioned defense
- front-line D lasting less

thanks Bridget for helping.

Last edited by immortal; 02-11-2010 at 10:23 PM.
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