Add more servers for EU Stopwatch


(Eox) #21

I really hope that speed nerf on Proxy won’t make it to the final patchnote/update.

That 5% nerf may just be much bigger than some of you may think. Remove around 5% of 470, you’ll end up with around 445 : it’s 25 speed points removed, in my opinion at this point this is not a nerf, this is an act of sabotage, especially since with such a low HP value Proxy really needs her speed to be durable in game, so I really hope I am wrong with the calculations (also keep in mind that the current lowest speed value is 385, for 150 hp : Fragger). Of course Aura has 80 hp, but Aura is as fast as Proxy, and her health station bring such a powerful heal that she can easly tank most of DPS based weapons : anyone tried to get rid of her with a SMG ? You know the pain then. In comparaison Proxy feels much less durable. Aura had a powerful healing skill that can also self heal her at an insane rate, Proxy had ten more hp but no ability to heal herself (besides the looter perk, that requires you to kill a Medic), it seemed much fairer than what is described in the patchnotes.

I’d add with that : Bushwacker already feels like Proxy’s worst nightmare : he has a turret, and if it’s more or less like TF2 this is probably an aimbot like thing, so her speed won’t escape it and she’ll be just shred by it. That patch already nerf her mines and two of her most reliable secondries (not a lot though, but you really need those if you pack a shotgun), if you bring a potentially deadly counter in addition to a speed nerf and mines nerf (let’s ignore the nerf to machine pistols, because it’s a small one and also affects other mercs), it’s overkill plain and simple.

I’d add at the end that the stats may be biased. If a lot of good players love Proxy, she’ll of course end at the top of the ECHO system. Proxy seems very popular among the players, and the fact that she was in the free rotation really made her a common choice (little by little replaced by Fragger and his frag grenades of doom from what I saw), how this wouldn’t affect the ECHO results ? It wouldn’t be surprising that Proxy is the most “efficient” merc following ECHO if a lot of new players picks her. Of course the fact that she’s currently picked may tell that she is overpowered, but we actually see more and more Fraggers in game, and by an extent I see less Proxies played. I don’t think this is a sign of Proxy being OP here.


(SchwaD) #22

Please think about Eox comment. What he is saying is for sure important for a better balance. Are you balancing this game by using the stats of everyone or for example only for the top 10% of players?

For sure there will be mercs or weapons which mostly will be played by newbies & casual gamers. Others will be more played by skilled gamers.

Please keep this in mind by balancing.


About proxy’s changes:

  • weakening second weapon is fine. 2 SMG’s with full ammo are to strong. Its easy to kill 5 people without reloading. I just have to switch to my second primary weapon :wink:
  • reducing mine damage radius will also be fine. The range it makes huge damage is to strong (But same to fraggers granade)
  • Mines should be activated by proxy and not activate automatically! I more and more see proxys running in, throwing mines and dying. Because its nearly unpossible to see the mines before they good activated & red colored she will always make some kills with that. Is this really the way you wish proxy should be played? The activation should not take long but at least she should shortly do something for 1/4 to a 1/2 second.
  • The 5% speed removing is in my opinion also to much. It will completely removes the mobility and the fun of this engineer. I would prefer to remove another 5 or 10 bullets of the second weapon of proxy (and the sniper guy). This is OP, not the speed :wink:

Also Aura’s Heal Station should take some time before it starts healing. So it will be more a thing to use for defense than to use for attacking. At the moment I activate it, get instantly a great heal support. When I leave the position I grab it and can use it again. So Aura is not only as a defense medic better than sowbanez, she is also better as an attacking medic. So their is no sense in playing sowbonez?!?


(Humbug) #23

Only the good medic players from ET play sawbonez thats why echo says he is fine :smiley:
I agree sawbonez is just worse than aura in every aspect at the moment


(Eox) #24

[quote=“SchwaD;12625”]Please think about Eox comment. What he is saying is for sure important for a better balance. Are you balancing this game by using the stats of everyone or for example only for the top 10% of players?

For sure there will be mercs or weapons which mostly will be played by newbies & casual gamers. Others will be more played by skilled gamers.

Please keep this in mind by balancing.


About proxy’s changes:

  • weakening second weapon is fine. 2 SMG’s with full ammo are to strong. Its easy to kill 5 people without reloading. I just have to switch to my second primary weapon :wink:
  • reducing mine damage radius will also be fine. The range it makes huge damage is to strong (But same to fraggers granade)
  • Mines should be activated by proxy and not activate automatically! I more and more see proxys running in, throwing mines and dying. Because its nearly unpossible to see the mines before they good activated & red colored she will always make some kills with that. Is this really the way you wish proxy should be played? The activation should not take long but at least she should shortly do something for 1/4 to a 1/2 second.
  • The 5% speed removing is in my opinion also to much. It will completely removes the mobility and the fun of this engineer. I would prefer to remove another 5 or 10 bullets of the second weapon of proxy (and the sniper guy). This is OP, not the speed :wink:

Also Aura’s Heal Station should take some time before it starts healing. So it will be more a thing to use for defense than to use for attacking. At the moment I activate it, get instantly a great heal support. When I leave the position I grab it and can use it again. So Aura is not only as a defense medic better than sowbanez, she is also better as an attacking medic. So their is no sense in playing sowbonez?!?[/quote]

Actually, manual detonation is Fletcher’s thing. So Proxy can’t really have manual detonation for her proximity mines (Fletcher is not here, bu Missmurder said somewhere that he’ll come fairly soon). But you can shoot at them to trigger them earlier. This is so far the only good strategy I found to get rid of indoor healing station camping when Fragger is not around. And even if it’s good, it’s not the easiest to put up.


(bumbertyr) #25

Proxy doing better than other mercs?


(Fake nick) #26

How much for a Bushwhacker?


(appreciativeBuster) #27

BIG UP

To the Dirty Bomb team :). Nice patch notes, thanks for keeping eye out and working so hard (I was getting a bit pessimistic XD)


(unbleachedCoconut) #28

So patch will be next week? or earlyer? :wink:


(Szakalot) #29

[quote=“Eox;12631”][quote=“SchwaD;12625”]Please think about Eox comment. What he is saying is for sure important for a better balance. Are you balancing this game by using the stats of everyone or for example only for the top 10% of players?

For sure there will be mercs or weapons which mostly will be played by newbies & casual gamers. Others will be more played by skilled gamers.

Please keep this in mind by balancing.


About proxy’s changes:

  • weakening second weapon is fine. 2 SMG’s with full ammo are to strong. Its easy to kill 5 people without reloading. I just have to switch to my second primary weapon :wink:
  • reducing mine damage radius will also be fine. The range it makes huge damage is to strong (But same to fraggers granade)
  • Mines should be activated by proxy and not activate automatically! I more and more see proxys running in, throwing mines and dying. Because its nearly unpossible to see the mines before they good activated & red colored she will always make some kills with that. Is this really the way you wish proxy should be played? The activation should not take long but at least she should shortly do something for 1/4 to a 1/2 second.
  • The 5% speed removing is in my opinion also to much. It will completely removes the mobility and the fun of this engineer. I would prefer to remove another 5 or 10 bullets of the second weapon of proxy (and the sniper guy). This is OP, not the speed :wink:

Also Aura’s Heal Station should take some time before it starts healing. So it will be more a thing to use for defense than to use for attacking. At the moment I activate it, get instantly a great heal support. When I leave the position I grab it and can use it again. So Aura is not only as a defense medic better than sowbanez, she is also better as an attacking medic. So their is no sense in playing sowbonez?!?[/quote]

Actually, manual detonation is Fletcher’s thing. So Proxy can’t really have manual detonation for her proximity mines (Fletcher is not here, bu Missmurder said somewhere that he’ll come fairly soon). But you can shoot at them to trigger them earlier. This is so far the only good strategy I found to get rid of indoor healing station camping when Fragger is not around. And even if it’s good, it’s not the easiest to put up.[/quote]

Not manual detonation but manual arming.

I for one love to see the Proxy nerf. Fastest Engy with spammy mines and two high RoF high accuracy SMGs?

Finally she gets the nerf hammer for being one of the spammier AND one of the most optimal mercs to play on any map.


(Eox) #30

[quote=“Szakalot;12643”][quote=“Eox;12631”][quote=“SchwaD;12625”]Please think about Eox comment. What he is saying is for sure important for a better balance. Are you balancing this game by using the stats of everyone or for example only for the top 10% of players?

For sure there will be mercs or weapons which mostly will be played by newbies & casual gamers. Others will be more played by skilled gamers.

Please keep this in mind by balancing.


About proxy’s changes:

  • weakening second weapon is fine. 2 SMG’s with full ammo are to strong. Its easy to kill 5 people without reloading. I just have to switch to my second primary weapon :wink:
  • reducing mine damage radius will also be fine. The range it makes huge damage is to strong (But same to fraggers granade)
  • Mines should be activated by proxy and not activate automatically! I more and more see proxys running in, throwing mines and dying. Because its nearly unpossible to see the mines before they good activated & red colored she will always make some kills with that. Is this really the way you wish proxy should be played? The activation should not take long but at least she should shortly do something for 1/4 to a 1/2 second.
  • The 5% speed removing is in my opinion also to much. It will completely removes the mobility and the fun of this engineer. I would prefer to remove another 5 or 10 bullets of the second weapon of proxy (and the sniper guy). This is OP, not the speed :wink:

Also Aura’s Heal Station should take some time before it starts healing. So it will be more a thing to use for defense than to use for attacking. At the moment I activate it, get instantly a great heal support. When I leave the position I grab it and can use it again. So Aura is not only as a defense medic better than sowbanez, she is also better as an attacking medic. So their is no sense in playing sowbonez?!?[/quote]

Actually, manual detonation is Fletcher’s thing. So Proxy can’t really have manual detonation for her proximity mines (Fletcher is not here, bu Missmurder said somewhere that he’ll come fairly soon). But you can shoot at them to trigger them earlier. This is so far the only good strategy I found to get rid of indoor healing station camping when Fragger is not around. And even if it’s good, it’s not the easiest to put up.[/quote]

Not manual detonation but manual arming.

I for one love to see the Proxy nerf. Fastest Engy with spammy mines and two high RoF high accuracy SMGs?

Finally she gets the nerf hammer for being one of the spammier AND one of the most optimal mercs to play on any map.[/quote]

Mines are countered just by basic awareness. Machine pistols are something to balance outside of the merc, because Proxy is not the only Merc able to use them.

If “mine spam” is such a big problem the issue should be fixed by touching the mines, not Proxy’s abilities at general combat (and this is already done by the 10% mine splash radius nerf and the addition of an hard counter. No need for that speed nerf). Futhermore, all mercs seems to be equally useful whatever the map you play, so the fact that Proxy feels useful on every map is not a problem.


(einstyle) #31

50k min, mark my words

also I kinda agree with Eox there, I’ll have to see first how it turns out to be but I felt like the mine nerf and the slight MP changes should have already put her in a decent place

what happened to the merc rotation btw?


(adeto) #32

Stop doing this ‘soon’ SplashDamage, just post them when the patch is actually being applied. All this does is make people whine about things before they are even applied.


(tartCanvas) #33

The Proxy speed nerf is justified by saying that Proxy has 10 more HP than Aura, and should thus be less effective in terms of speed. This reasoning breaks apart by itself because Aura effectively has much more HP than Proxy due to her healing station. I may be biased because I personally play Proxy but I really think that Proxy needs the movement speed considering she can be 3shot with the K121. That’s right, a potential 3 shot kill across the map with headshots, a 5 shot kill on bodyshots. Proxy needs defensive evasion.
In addition, I also think the ECHO data on Proxy’s performance may be skewed, since many of the Proxies I tend to play against seem to be above average skill-wise, possibly making Proxy look dominant in comparison to other mercs.
Just my 2 cents.


(Eox) #34

[quote=“tartCanvas;12665”]The Proxy speed nerf is justified by saying that Proxy has 10 more HP than Aura, and should thus be less effective in terms of speed. This reasoning breaks apart by itself because Aura effectively has much more HP than Proxy due to her healing station. I may be biased because I personally play Proxy but I really think that Proxy needs the movement speed considering she can be 3shot with the K121. That’s right, a potential 3 shot kill across the map with headshots, a 5 shot kill on bodyshots. Proxy needs defensive evasion.
In addition, I also think the ECHO data on Proxy’s performance may be skewed, since many of the Proxies I tend to play against seem to be above average skill-wise, possibly making Proxy look dominant in comparison to other mercs.
Just my 2 cents.[/quote]

This ! I perfectly agree.


(R5on11c) #35

The Proxy speed nerf was uncalled for and unneccesary. The Echo data fails it’s job to make a solid argument for a nerf there, sorry. If player exceed at playing Proxy, it’s not a thing of speed, elsewise you should have the exact same Echo data for aura since she has a much higher potential HP , the exact same speed and the exact same weapons.

The fragger’s cooked grenade has to be removed. It might sound like a harsh move but the cooked grenade is completly gamebreaking. Instakill detonating on demand in a splash damage radius is way too easy to abuse, especially if you are exactly aware when the grenade detonates. A good alternative would be a timer on impact, since you can react to the grenade (which should be more or less a tool of area denial, not precise mass destruction)

These are my 2 major problems with the upcoming Patch.


(Szakalot) #36

[quote=“Eox;12673”][quote=“tartCanvas;12665”]The Proxy speed nerf is justified by saying that Proxy has 10 more HP than Aura, and should thus be less effective in terms of speed. This reasoning breaks apart by itself because Aura effectively has much more HP than Proxy due to her healing station. I may be biased because I personally play Proxy but I really think that Proxy needs the movement speed considering she can be 3shot with the K121. That’s right, a potential 3 shot kill across the map with headshots, a 5 shot kill on bodyshots. Proxy needs defensive evasion.
In addition, I also think the ECHO data on Proxy’s performance may be skewed, since many of the Proxies I tend to play against seem to be above average skill-wise, possibly making Proxy look dominant in comparison to other mercs.
Just my 2 cents.[/quote]

This ! I perfectly agree.
[/quote]

I’d like to think that Devs can filter Echo data based on player’s k/d ratios. But even if this is the case, she is supposed to be an obj lady, not an all around pick-me machine.

As far as the speed nerf, I’m welcoming a slowdown to the light-merc-waltz that this game become, though I’d echo previous comments about touching acceleration, rather than her actual max speed.


(LiNkz) #37

Just realized this “Echo Data” are they actually tracking every pub for stats and balance accordingly? If so game is doomed.


(appreciativeBuster) #38

Nice this might slow down the constant

OBJECTIVE
OBJECTIVE
OBJECTIVE


(BK201) #39

I agree why can’t you give us a concrete date its unprofessional, also proxies do NOT need a speed nerf, if you nerf their speed give them more hp.


(ivoryQuestion) #40

Eta on update ?