Sup all,
I usually attempt to reserve judgement on how weak mercs are until I play them myself: in fact, many of my in-game hours have been spent with the “weaker” mercs (21 hours with Phantom, 13 with Arty). So, I just finished putting in 20 hours with RedEye, and now I feel it is time for me to speak my piece about him. I will try to keep this post concise.
RedEye’s biggest weakness is his lack of a solid primary weapon, besides the PDP. The Dreiss is honestly just a very poorly designed weapon. It’s a semiauto that does not reward the user at all for careful aim: it is as spammy as the M4/Timik, only with a lower mag size, higher recoil, and lower actual DPS.
I think the best way to remedy the Dreiss is to give it the Stark/BR16 treatment – slow it the f down, and crank up the damage. Then it can begin to function as a battle rifle, not a spammy SMG-lite.
But, then there’s the Grandeur… where do I even begin? I spent the majority of my hours with this weapon, practicing it, mastering it. My conclusion: it is simply not worth the effort required to use it effectively.
The ideal Grandeur situation is 1 to the head, 1 to the body for a 2-shot kill. It’s quick, clean, and rewards good aiming – alternatively you could go for a 3-bodyshot kill, also efficient.
I’ve learned from experience that there is ONE thing, and ONE thing alone that kills the Grandeur. It’s not the ironsights, nor the magsize, nor the recoil. It is simply the reduced limb damage.
Landing a single shot on a limb rather than the torso ruins your chances of winning the gunfight. I cannot tell you how often I landed an opening shot on the opponent’s head, only for my following round (due to recoil) to strike their arm. And then I lose the gunfight because now I need a third shot, which is nigh impossible because I’m waiting for the recoil to settle. It is simply far, far too punishing.
My suggestion is to simply remove the limb-damage reducer on this weapon, so it deals 80 to head and 40 anywhere else.
Since his primaries are quite awful, RedEye NEEDS to constantly smoke it like SnoopDogg just to win a gunfight. This is made awkward by the absolutely asinine mechanic that allows HITMARKERS TO APPEAR WHEN HITTING SOMEONE IN SMOKE.
HOW is this even REMOTELY reasonable? What is the fucking point of throwing smoke if anyone can just chuck rounds into it, get a ping, and then track you from there like a game of fucking Battleship? PLEASE devs, if you do NOTHING else to RedEye, just remove the cursed smoke hitmarkers!
One last thing: I think it would be great if RedEye got a “smoke cover” XP bonus. For example, if I throw smoke on an objective, and an engie plants/defuses/repairs with the protective cloud in their vicinity, I get a portion (or all) of the XP they earn in the same vein as Health Insurance bonuses. This would do wonders for teamplay and incentivize tactical smoke use!

