In support of my position:
- It's generally agreed that sniper rifles are substantially less useful than other weapon classes, particularly shotguns.
- Once you start to climb the difficulty ladder, most AR's are drastically underpowered. There are exceptions, but those are SO good at lower difficulties that they're perpetually under the damoclean-sword of the nerf-bat.
- As difficulty rises, damage increases and the ability to be "out of cover" drops. Which is fine. But that universally promotes high spike-damage weapons (like shotguns and sniper rifles... oh wait... not sniper rifles, 'cause they're not up to snuff, so just shotguns) and mobility so that you can keep right-cornering the stuff charging towards you.
- All enemies have units designed to force you into mobility. Banshees, Brutes, Pyro's (esp. post-buff!), Hunters, Phantoms, Dragoons, Scions and Praetorians.
- All enemy units that are designed to keep you IN cover (Atlas, Nemesis, Marauders, Ravagers, Rocket Troopers, Primes etc.) are usually better solved by mobility (moving out of their line of fire and ignoring them until you've got nothing better to do) than by actually using cover, which completely defeats the purpose.
- If you consider all the maps, there's a general trend towards short-range combat, or neutrality. There are almost no maps where short-range combat is a penalty. See map analysis below.
- Hazards that doesn't affect everybody equally (e.g. the reactor core) tend towards penalising long-ranged combat more than short-ranged. Even something like acid rain (which would tend to keep people inside, and therefore looks like a boost for long-range) will penalise long-range more than short-range. Given the enemy programming to bum-rush you, it's virtually guaranteed that they'll all be inside with you LONG before the wave is over, and short-range combat rules the roost again...
- Dagger is good for long-range, but it twisty enough that you can short-range easily enough if you want to. 1/2 point to LR.
- Ghost has both long-range and short-range areas. No winner.
- Giant has both long- and short-range sections. No winner.
- Glacier is almost exclusively short-range. +1 SR.
- Reactor has some good LR sightlines, but it's so twisty that the second any short-range dudes run off, the enemy starts spawning behind you and SR can move and fight freely anyway. +1/2 SR.
- White (esp the new one!) is very much a close-range, indoor battle. You still have that long-range outside bit, but there are so many more ways to approach your position now that you can't concentrate and clear the enemies that way. +1 SR.
- Condor is pretty clearly a long-range map. SR can still succeed, but LR is generally more useful. +1 LR.
- Hydra looks like a strong LR contender but, given that it's SO open, you're generally taking too much fire to be really useful. If you're playing LR, you basically HAVE to have SR backup weapons, but if it's relatively easy for SR's to use the buildings to force the enemies to come to them. No winner.
- Goddess. +1 SR. Like I need to explain that.
- Jade is basically in the same boat as Hydra. Looks like a LR map, but when played basically comes out even. No winner.
- London is a nice LR map. Lack of choke-points makes SR backup vital. +1/2 LR.
- Rio is only an LR map if you're a loonie and playing on low difficulties. For the rest of us, it's short-medium range. +1/2 SR.
- Vancouver has long, open sight-lines, but the abundance of cover generally makes a good, corner-humping shotgun far and away your best friend. +1/2 SR.
- Dagger Hazard, +1 SR.
- Reactor Hazard, +1/2 SR.
Long-range - 2 points
Short-range - 5 1/2 points





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