danadita wrote:The bots are over powered ... the gunners had an endless supply of ammo and must be using atomic powered machine guns they fired so quickly.
While I agree with DT that taking an Outpost really shouldn't be easy for such a small group, I also have to agree with one thing in Soma's observations. After attempting a level 50 outpost and a level 150 one, I must say that the range squads seem much stronger than any of the other squads. 5 level 150's against a level 50 outpost made quick work of both the melee squad type and the elementalist squad type. But the ranged squad type really gave us a tough time.
Seems especially ironic since Ranged melee is the worst melee skill one can use as a player.
My suggestion (since I'd hate for y'all to think I was just complaining) would be to reduce the strength of the ranged squads and slightly increase the strength of the other 2 squad types.
I would also like to see the various squads have to live within the same basic phsyics that PC's do. i.e. Range of elemental and ranged fighters should be similar to player character limitations. If I run more than 50m away from an elementalist, he should have to chase me; I'd have to chase him in that situation.
I can live with the notion that ranged fighters have enough ammo to support a single round, but their firing speed should be similar to player characters.
Basically, what I'm getting at is that the tactics we should use against these squads shouldn't be that different than fighting in PvP (minus shouting "PWND" between rounds, of course).
We also noted that the space bar targetting seemed very sluggish.