Well written and thought out OP, though I do feel it focuses a little too much on the weapon balance side of things. My biggest issues ATM are frankly the mechanics and implementation that they've chosen. It frankly feels like it was made by people who have never done an FPS before. Which... Makes sense, as they havnt to my knowledge. Still, it feels lifeless and barebones at best, and what it has "tried" hasnt worked out to it's favor.
And with that we have the next issue. Weapon Swap.
The Rock-Paper-Plasma balance is just bad.
Weapons should be a choice, just like they are on Ships. I can use a full Laser Ship, i can use a full Multicannon Ship.
If my Multicannons are bad against Shields, i engineer them to deal Thermal Damage. Same the other way around with Lasers.
Why cant i do that with Personal Weapons? Why am i forced to swap in Combat just to take out an Enemy?
This right here is my biggest single problem, and it would almost be excusable if the weapon swap wasnt so terribly slow. In most FPS, if you're swapping weapons, it's because you're preparing to handle an engagement your currently equipped weapon isnt suited for... But that's not what Odyssey does as it's something you have to do constantly, and it feels too slow and clunky. It breaks up the flow and often times can feel outright blatantly disruptive.
The worst part is that if you dont manage to take them out in time (say, having to take cover), theres a good chance their shields will come back up, and now you have to swap
again, and then
once more, all for a single target.
The result of which is overly encouraging players to just bringing plasma weapons so you dont have to deal with that. Which as you mentioned have their own problems, namely their
insane travel time. While I actually like the plasma weapons the most (they just feel the best mostly due to not
having to swap), every time I pull the trigger I'm more oft than not literally just
hoping that they walk into it. Which they usually do, but thank god that the AI isnt smart enough to intentionally juke.
And while we are at that...
Why exactly is it possible to take out a huge Ship with Infantery-Grade Weapons? I can understand an SRV, but why is it even possible to destroy a Ships Shield with a Pistol?
A Shield that can tank several Class 4 Plasma Projectiles, each of them bigger than a Human?
While this isnt
directly related to the ground combat, it is something that is... Irksome, to put it oh so mildly. I've survived extended firefights with multiple other vessels bearing a multitude of anti-ship grade weapons, but a couple dudes with handguns taking potshots at me is enough to ward me off? Lul wut? It just doesnt make any sense and is absolutely ridiculous and if it continues to stand will probably kill any potential of combined arms style gameplay. This was actually something I was
very much hoping to see on the roadmap as something to be changed. If they're concerned about players bringing their ships into ground combat, create
appropriate countermeasures. Planetside 2 has lots of good ideas in this department, from AA turret mounts to umbrella shields for starters.
I'm personally still waiting for Combat 1.0. I disagree that it needs a rework, because they havnt even really "worked" with the system as it is. It feels more like a framework to hold larger, more in depth systems. Buuut then again, I'm not holding my breath, seeing as ED as a whole is a massive skeleton framework that I wish they'd start putting actual meat on.