Astro
Radio Bob Approved
- Joined
- Nov 15, 2021
- Messages
- 545
- Thread Author
- #1
Hey, OTA whitelist holder here, I've come to make a case to nerf this faction's tankiness. In recent days, OTA deployments have become more and more frequent. Throughout these weeks, it has become increasingly evident that OTA will win their engagements most of the time because of their equipment and bullet-spongey nature. Not because of a difference in tactics. This has led to members brute-forcing every engagement, and this has been observed by the leads as well. Now I am not advocating for OTA squads to be capable of being wiped by simple scrap guns or have their own guns be equivalent to nerf guns, but what I am advocating for is a change in design philosophy and a nerf to the faction overall to make engagements less one-sided.
As it stands, OTA are completely in their purview to deploy for rebels after certain criteria are met. These rebel attacks have become more frequent, and each time OTA are deployed against an even substantial attacking force, they wipe with little to no contest. There is the rare instance that sure, a soldier or few may die, but these are so far in-between that some concerns need to be raised. This faction has remained practically unchanged developmentally substantially for quite a while now, at least since I was whitelisted months ago back in October. When I was first whitelisted, we only deployed for major threats that might’ve warranted their large health pool. However, since then, the server has changed drastically as well as the rebel presence. Nowadays, we deploy frequently in response to rebel action or freed vortigaunts which usually results in combatting rebels, and as I’ve stated prior; each firefight does not need any forethought on the OTA side as we can rush in, hold W and win. So here’s what I propose. I propose to lower both the HP and armor down from 150 each to around 125 or lower. This will in turn give us a combined health pool of ~300 to ~250 or lower. If it was lowered, it will force us to take things slower and use our brains. Now let's crunch some numbers.
A full, normal OTA squad has a combined pool of 1,800. Let’s throw in an APF. That then brings it up to ~1950. If we look to their lesser counterparts, Civil Protection, with the same count brings their combined pools to around 900. Essentially, each soldier is worth two cops. Now normally, this wouldn’t be an issue until you start considering how strong their weapons are. While base damage may not be much to start, you have to consider that each soldier will likely have max or close to max gun skill. This means a vast majority of your shots will be crits. A few of their guns do close to around 13-16 damage, but crits bring them up to ~20 damage altogether. This particular health pool and weapon combination are not balanced whatsoever, and people have taken note thus resulting in more brute force/rushing than anything else. Now if we lower their health to the proposed numbers, it would drop this down to a combined pool of 1500. You would only need to do 600 extra damage as to opposed the 900 extra damage, or even lower in case their health was dropped even lower. Remember, if OTA dies, they lose absolutely nothing. But when you throw 300HP soldiers with broken weapons at regular characters, then you start to have issues when you wipe away months or years of work with little effort. We should have to put in the effort if we want to win, but currently, it’s easy to turn our brains off and win that way - utilizing half to maybe even a quarter of our kit.
I can recall a few instances where this is an obvious issue. There are times when we get called in with a very small amount of soldiers to use. Even then, we’ve still managed to somehow wipe while being outnumbered by a large number by using these same rushing tactics. This should not be allowed to happen. The OTA faction as it stands should not be this strong in this current server climate, it just isn’t fun for either side.
As it stands, OTA are completely in their purview to deploy for rebels after certain criteria are met. These rebel attacks have become more frequent, and each time OTA are deployed against an even substantial attacking force, they wipe with little to no contest. There is the rare instance that sure, a soldier or few may die, but these are so far in-between that some concerns need to be raised. This faction has remained practically unchanged developmentally substantially for quite a while now, at least since I was whitelisted months ago back in October. When I was first whitelisted, we only deployed for major threats that might’ve warranted their large health pool. However, since then, the server has changed drastically as well as the rebel presence. Nowadays, we deploy frequently in response to rebel action or freed vortigaunts which usually results in combatting rebels, and as I’ve stated prior; each firefight does not need any forethought on the OTA side as we can rush in, hold W and win. So here’s what I propose. I propose to lower both the HP and armor down from 150 each to around 125 or lower. This will in turn give us a combined health pool of ~300 to ~250 or lower. If it was lowered, it will force us to take things slower and use our brains. Now let's crunch some numbers.
A full, normal OTA squad has a combined pool of 1,800. Let’s throw in an APF. That then brings it up to ~1950. If we look to their lesser counterparts, Civil Protection, with the same count brings their combined pools to around 900. Essentially, each soldier is worth two cops. Now normally, this wouldn’t be an issue until you start considering how strong their weapons are. While base damage may not be much to start, you have to consider that each soldier will likely have max or close to max gun skill. This means a vast majority of your shots will be crits. A few of their guns do close to around 13-16 damage, but crits bring them up to ~20 damage altogether. This particular health pool and weapon combination are not balanced whatsoever, and people have taken note thus resulting in more brute force/rushing than anything else. Now if we lower their health to the proposed numbers, it would drop this down to a combined pool of 1500. You would only need to do 600 extra damage as to opposed the 900 extra damage, or even lower in case their health was dropped even lower. Remember, if OTA dies, they lose absolutely nothing. But when you throw 300HP soldiers with broken weapons at regular characters, then you start to have issues when you wipe away months or years of work with little effort. We should have to put in the effort if we want to win, but currently, it’s easy to turn our brains off and win that way - utilizing half to maybe even a quarter of our kit.
I can recall a few instances where this is an obvious issue. There are times when we get called in with a very small amount of soldiers to use. Even then, we’ve still managed to somehow wipe while being outnumbered by a large number by using these same rushing tactics. This should not be allowed to happen. The OTA faction as it stands should not be this strong in this current server climate, it just isn’t fun for either side.
