funkstrong wrote:
I have an easy fix. Allow EMP nades to disable APM mines, but only for a set amount of time. This would make storming titan hallways with a good squad insanely fun. Lob some EMP nades, some smoke nades and CHARGE. Just my 2¢.
That's a great idea! The idea would be logical too. The detectingdevice to trigger the APM would be on the fritz too when hit by a EMP.
If there are going to be changes, make them small, and do not let them take away from the way the Titan is defended now.
Perhaps the energy shield that the support carries should have an alternate fire option. With the left mouse you would deploy it as normal, with the right you would equip it as a portable shield (like SWAT teams have). The energy to support protection would be more than needed when it's deployed as a static shield, thus the hits needed to take it down would be less compared to the static version.
This way you could storm a corridor better than you could now. Or you could jump into an airduct more safely.
Because how much i like things to stay the same, not being able to defuse the APM's in the vents is stupid. It gives 100% protection/chance to kill towards the defender without the enemy being able to do something about it.
On the other hand, like many already have said, big changes on the defenders side would ruin the game.
Teamwork is the key in Titan mode and if people playing would pay attention to the role they play in a team, team would become more balanced.
Fast decicive action as a team, that's the key.
To often i see someone flying a chopper, a support guy wandering the silos, while a medic plays second gun in a walker that's at the otheer side of the playing field.
Decide on your role, look at the teams, see what team could use you in your role, join that team, and ask the teamleader for orders.
On their turn, teamleader should look at the playing field, decide where the best place for their team is, and when in doubt ask order from the commander.