In my opinion it is Grenade Launcher, Insect Swarm and Resurrection. That's why I never use any of these 3 and feel like they should've been either taken out, or made less powerful.
In my opinion it is Grenade Launcher, Insect Swarm and Resurrection. That's why I never use any of these 3 and feel like they should've been either taken out, or made less powerful.
Overpowered plasmid: TK for sure as there isn't a good way to counter it.
Tonic: Not sure there's one that's overpowered but there are some lame ones. Like rez.
Weapon: damage increase EG and shotty when paired with TK.
TK
Rez
RoF CB
Crossbow
Eve Saver
Electrobolt
TK is powerful but EB has more benefits
Nade Launcher/Nailgun
Insect Swarm/Telekinesis
Ressurection
Homing nades, bee's, and rez in the same loadout.
plasmid: TK, cause nothing I know of counters it (a bit tricky to use though) or
Electro, because it makes tons of mediocre players into deadly headshooters.
weapon: Elegun/crossbow (only in combination with electro though)
Maybe the grenade launcher.
tonic: nothing really. Rez is the most annoying though.
GL, EB, and Headhunter.
GL, TK and Rez.
TK isn't overpowered imo, just keep your distance, and there's really not much I can do. That's why I added the Crossbow to my loadout.
As for the topic, I don't think any weapon, plasmid or tonic is overpowered by itself. Certain combos are, though.
My votes would go to:
Weapon: Crossbow
Tonic: Jump
Plasmid: Electrobolt
It seems to be the must have's of the high level player.
I've noticed this (about the mastery), that the loadout is only as good as the player using it. You could copy any top tier loadout and suck with it. I find that I get killed by people who run the same or similar loadouts day in and day out. That's was my problem I'd use so many different loadouts I'd always end up dead. Not so anymore.
Grenade Launcher
TK
Rez
That's why I use em ^.^
only thing thats overpowered is TK. end of story.
Crossbow/Elephant Gun
EB
Altough the hitbox of GL is too big i really dont agree with any of ur list. Gl can be counterd / trashed talked too ( yes this affects alot more people then it actually should and i still get amused by this. ); insect swarm is probably one of the most underpowerd plasmids in the MP, if you put your settings on lower then normally you don't even get affected by the vision disadvantage. Even with higher settings i could straight up ignore the plasmid.
About your thought on Res. Ive never used it on ANY of my load outs and if i will ever start playing again you'll never see me use it , not because its OP, but straight up useless. This has always been my opinion about it and always will be. You can counter the tonic with ease or just kill them again, even with people covering their teammates i never had any problems with this.
My own list.
1. Weapon : EG or shotgun, im not quite sure ... ive used both alot and they are probably in everyone of my serious load outs. The accu. combined with its force is unmatched and the shotgun ( even without premium updates) is straight up over powerd.
2. Plasmid : Again im doubting between 2 options; Tk or AD. Mostaly because i main both of them but also because they counter ALOT of diffrent situations. Mostly in any game, one thing counters the others, AD and TK combined counters litteralt everything in the entire MP game. Extra about TK, the only way to counter TK is with TK. Think about it ... combine it with AD and ur unstopable.
3. Leg up, without a doubt. Mainly for the same reason I just love AD. Mobility. And it means alot, if not EVERYTHING in this game. You can turn around in alot of situations and suprise ur oponents even in a 1v3 situation ( or worse ). Mobility and reflexes is what makes good players into legends.
This is my list and ive thought about it alot. I've also played the game long enough to know about every option there is out there and im quite sure alot of people ( i hope ) will agree with this list.
Leg up+grenade launcher. I can deal with grenades no problem. It becomes a problem when the person using the grenades is jumping around like a maniac. Its especially bad since the game is wonky in detecting entities that jump making it look like players dissapear in front of you.
1. TK+Shotty
2. EB+EG (or CB with HH)
3. Nailgun+Bees
Side notes:
What is considered overpowered and what is not varies by personal opinion and individual player skill. For example most people find TK overpowered because of the long stun and no way to escape it once hit, however I do not, just don't get hit, it super easy to avoid, I elaborate below. Some combos are still not mentioned because they are not used by many people, such as Slugger+FF+LU. Yeah, it has no range, but it is a one hit kill with high maneuverability, I am a beast with it but nobody complains when I use it, then back it up with AD and Shotty, nasty combo.
-TK is only overpowered if mastered, easily avoided, the more distance from the user the easier it is to avoid/fight them, countered with TK VERY easily, players should have private matches of TK wars to get used to countering/avoiding TK hits
-Bees only because blinding an opponent longer than it takes to kill them is lame. Easily countered with AD (AD itself can be overpowered if mastered just as TK) or melee hits (2 melee is enough to clear them up to fight, 3 gets rid of them entirely, but you're dead by the time you do that)
-EB stun headshot combo. Easily the most overpowered, effective at any range, if fast on the trigger it counters even TK users. Everyone gets screwed.
-Splash damage on the Grenade launcher is just to much. Direct hit, sure, no complaints, bu the splash is ridiculous.
-Rez tonic, it is not overpowered, it is just annoying. It promotes suiciding, makes me kill someone twice (and lose a headshot kill to a regular kill), is bugged on Turf war, if you have useless team mates, never helps you, and takes up a slot that can be used by something useful
-Nailgun is overpowered, but has enough flaws to balance (restarts rev if hit with EB, noise created when revving up leaves plenty of time to dodge/counter attack, or broadcasts the position of those idiots that keep it revving as they walk around)
Plasmid: Eb/Tk = Stuns make average or below players into good players. One is an infinite range hitscan stun with mild aim shake, the other one's a 2 second hard stun with lots of utility use.
Weapon: Grenade Launcher = It can be countered by Tk or legup or by taking advantage of the gl's slowish rof, but it's still too good for how easy it is to use it. The splash is too strong (damage and splash radius) and the maps are too cramped - which plays into the gl's ability to put out splash damage. It's not the best 1v1 weapon but it really excels in team modes wherein a smart GL user can control chokes rather easily.
Tonic: Rez can be OP if abused in civil war in conjunction with suicides. Legup is the best tonic there is in the game but I'm not convinced that it's OP.
As good as AD is, I don't think it's OP either. 1st off, Tk and Winter hard counters it. Second, unlike eb and tk, AD is primarily a defensive plasmid. Sure you can counter stun with it, but it's not something that you can use to set up easy kills consistently. Any AD user worth his salt would know that his primary offensive capability lies in how good his no-stun aim is.
I don't think the slugger playstyle is OP either because simply being aware trumps it. Or just stun+shoot. Or just backpedal+shoot. Anything really. As long as you're aware of the different points of the map wherein he can come from, you're fine.
Nailgun+Bees is a loadout that's a problem in consoles only so meh.
I'm not convinced that the shotty's overpowered either. You need to get up close to do damage with it afterall. And there are plenty of ways to punish a player trying to get up close to you. It's all about awareness. I'm pretty sure I've said this before, but being aware is the most important skill in fps's - even before aim.
I also agree that awareness trumps all, hell, I play with a 7.1 surround sound headset and can not only pinpoint where any noise is coming from, but it's exact location and what it is. I am not just depending on what I see... I feel half blind though when the batteries die so I rush to change them once killed.
@Fluvie
I still say that when used right, AD can be great for offense (not THE greatest), not for just the stun, but to put yourself in an advantageous position for attack. The kill is all weapon, but AD makes it possible when using short range.
The Slugger load out is nasty, but paired with a shotty and TK/AD it's all beast, "stun and shoot" won't work, as soon as I know you see me, I am set to AD into you or TK you (AD for fire/bees/EB and TK for TK/AD/WB) and shotty to finish you. Back pedal and shoot won't work well, I run with both Slugger and Lugup charged, as soon as you face me going backward or hit that trigger, I am up in the air, dashing your way and slamming buckshot down on your head. I have learned to adapt well with this loadout.
Honestly, the best defense is to no-stun a decent slugger user. (or hit him when focused on something else)
Perhaps it's just overpowered in my hands and not so much for other users.. as I mentioned in my post, it's all about perspective and personal opinion, so this is mine and in no way am I disrespecting yours, you bring many great points up.
Gonna stop here, I noticed most of my posts end up being walls of text, so they most likely don't get read leading to the lack of responses![]()