In these cases, when I try to use an ops pack, one of the following five things happens:
- It doesn't activate because I'm stunlocked and then I die.
- I activate it, hear the noise, and instantly die anyway.
- I activate it and watch my health & shields refill - then, as I'm trying to run away, I watch them immediately drop back down and I die 3 feet from where I was when I used the pack (non-dodging races especially).
- I pull out my rocket instead and die. (OK, blame the 360's crappy D-pad for that one.)
- It actually manages to refill my health and shields - usually because I'm already in cover - and I survive.
So, my suggestion is to buff Ops packs so that they grant you a few seconds of invincibility in addition to their current functionality; 2 or 3 seconds would be reasonable. Not only would this save you from scenarios 2 & 3, it would also give the Ops pack more utility.
- Don't want to be flushed out of your cover by a grenade? Ops pack right before it explodes.
- See a mob getting into flanking position but need one more second to take the killing shot on that boss? Ops pack.
- Getting potshotted by a Ravager/Prime while finishing an escort or pizza delivery? Ops pack.
- Surrounded right after finishing a hack? Ops pack, and you actually have a chance in hell to escape!
- Teammate downed in the middle of a massive mob group? Ops pack for the revive.
- I'd even suggest making it so that using an Ops pack in the middle of a sync kill animation would cause the Banshee/Brute/Atlas/Phantom to drop you.
Can anybody honestly tell me that they would have less fun playing MP if this were implemented?





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