[quote=“Sir Rexman;184951”]Tbh I’m just waiting for a proxy nerf in total along with shotguns… I dont see how you can look at proxy and shotguns and say they’re so called “balanced” …
As for Proxy, make the dam mines a tab more obvious, and maybe increase the detonation time so that light mercs can run past them with receiving a little damage but not instakilled. As for the whole Pizza delivery tactic, I feel its way too aggressive for a engineer imo.[/quote]
I’m not sure even where to start, so I guess I’ll start with shotguns.
I don’t really play shotguns too often, but nerfing them? That wouldn’t leave a purpose for shotguns anymore. If they were problematic there could be some kind of rework.
Short range favors shotguns, at mid range shotguns already start to struggle against other weapons and at long range switching to your secondary is usually always more efficient.
Both spread and damage falloff greatly depend on range for shotguns.
The reason people really moan about shotguns is because shotguns are more effective at close range compared to other guns as they should be. But that’s an issue with playstyle if you prefer to always be in the enemy face and can’t deal with shotguns as the result. The other issue is maps.
On maps like Chapel and Dome that are more open than the rest of the maps, shotguns are really weak in my opinion, as it’s harder to flank and close the gap to make shotguns effective. While maps like Underground and Terminal have really closed spaces, limiting a lot more fights into close range and therefore favoring shotguns a lot more.
Now Proxy. (Slightly off topic)
[spoiler]You want a defense favored 90hp merc to be nerfed? There’s a reason she’s nearly never picked into competitive play. Her running around with shotguns is the same as Aura when not considering their roles and abilities.
Stepping on a mine and blame Proxy to be too strong? It’s as good as saying I only failed my test because it was too hard.
You got loud audio AND visual glow around the damn thing. Stepping on it is your own damn fault. Either take that extra second or two to look out for that mine or face the spawntimer.
On top of those two warnings there’s also an augment called Bomb Squad if you really struggle against the mines.
If a mine is well placed and Proxy or anyone manages to distract you to not look at it or cover your hearing with gunfire it’s just well played by the enemy if they manage to lure you into stepping on a mine.
Secondly you want to live even after stepping on a mine? I mean sure, we can ask SD to might as well reduce all explosives by 50% and while we’re at it lets also reduce the fire support ability damages vs mercs by 90%, cause you know, it’s also annoying to die to stuff like that.
You already have a mine ABOVE ground that you can shoot to detonate, audio warning, visual glow. How much more counterplay do you need against it? You can already avoid dying in many cases with a well timed long jump if you end up stepping or running through a mine and that’s not enough?
Mines are already extremely defense favored as they require the enemy to walk into those. The best use for the mines on attacking side is to get a great flank and plant the mines to maybe get a few lucky picks coming from the spawn.
The “Pizza delivery tactic” is extremely weak considering how much time you got to react to those. The throwing range is already short so she has to carry it close enough for the explosion radius to have any effect and then she has to switch weapons and shoot it. If you can’t shoot her down during her delivery you should at least have enough time to avoid the blast radius.
I can’t even think of any other ability that has more counterplay than Proxy mines.[/spoiler]
I’m not certain what your idea of “balanced” is, but every thing needs a value to be effective and enough counterplay to be able to negate it. That’s why I consider shotguns to be at a rather ok state compared to the rest of the game.