My opinion on this matter is that the enforcer definitely needs a nerf. Not on the scale of the nerf that speeder needed so many updates ago, but a light one.
Okay, if you don't wanna read everything below, feel free lol it's me reasoning about the whole details of why the enfo mk6, and by extention, the double TS, is op and where it probably needs a nerf.
See, people tend to forget that the 1v1 and 2v2 events are basically an enforcer's playground. Take off the shields, put on a TB, OB and N2O, and enfo will still dominate the 2v2 scene. It's a duellist boat, and the 1v1 is its playing ground.
However, events overrepresent that aspect, taking the enfo to monstrous heights. Since it's basically designed for the 1v1, with the 1v2 being the realm of either skilled players or double TS users(most of the time both, it takes a lot of skill to even use the mk6 enfo let alone be a master), every other ship except perhaps the glass-cannon assassin speeder lies at a severe disadvantage already.
An enfo has the following abilities, without a double bubble:
1. The juke:
It's good at dancing. To those who cannot comprehend why the enfo dance is so "hyped up, it isn't even that good!" Consider this. The enforcer can back out of a fight rapidly. What it does is this: If the battle lines are clear, the enforcer can turn a 1v5 into a 1v1. Why? The COVER it gets minimizes the set of possible angles from which the enfo might get attacked. Which means that, even if five people are attempting to engage the enforcer, it'll only have to fight one or two at a time.
2. The balance:
The enforcer is a boat which feels smooth. It's highly maneuverable and has great turret rotation. An overwhelmed enforcer can still break the teeth of the enemy's vanguard due to these factors.
Now, WITH double bubble, what we get is:
1. The tankiness:
Yes, I'm gonna say it. An enforcer rushing in with high tier epic TSes is about 4-5× deadlier than a defender. Its tesla shields provide it health that can COME BACK in a matter of SECONDS. Bear in mind that this is POTENTIAL, not ACTUAL ABILITY. I'm saying that I personally have used the enforcer, MY enforcer, as a straight up battering ram in TDM. It's not really viable in the upper leagues as a strategy, but damn it's powerful. Not that this ability is ever used foe this reason. Which brings me to:
2. The COMBINATION:
It is the combination of all the things and how it comes together which makes the double TS mk6 a force of nature. A ship that can tank, run behind cover quickly, intercept fast targets with no issues, and can convert crowd fights into duels with the same ease.
The way I see it, these are the four pillars of the enforcer.
1. The tankiness
2. The juke
3. The balance
4. The combination
You nerf one of these pillars too heavily, the enforcer as a ship will just collapse. But one thing is for sure, one of these pillars is too overwhelmingly strong.
It's clearly not the juke, for obvious reasons. A soft enfo is like a leaf in a storm under fire.
It's not the balance, turret cycling doesn't prevent a quick death.
It's two things then. The tankiness, and the combination. The combination is not really a threat tho. So it's almost primarily the tankiness.
However, if you nerf tankiness too far, the enfo will collapse. So what do you do?
You introduce a chink in the armor. The TB, the carro, the sneaky ability, the break-stun, all good attempts. But these chinks are not really leveragable by any class other than the speeder and the occasional defender.
This would have been okay IF BB had an equal team balance. But it doesn't.
So... How do you introduce a chink in the enforcer's armor armor that everyone can exploit, but it will not be exploitable at all times?
I find myself heading to a single conclusion. Out of all the weapons that interact with the TS, with the exception of three(RG, carro, missiles) EVERY weapon has one thing in common.
They CRIT.
Until now, the TS has had no issues with this. But crits can be made into a deadly breach of armor.
Which is why I posted this comment:
I think it will be great if this happened. Actually, add stuff to that: Flares will burn the target after damage computation has been done. That'll be great. It'll not reduce burn strength, but will reduce duration based on how much HP drain the TS blocked.
Is that good enough for you guys?
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