An idea to stop cancer delivery by Proxy


(Someordinaryguy) #1

So it’s kinda of a hot topic, and I thought I’d share with you my idea. IMHO Proxy is a bit too good overall to the point of being cancerous and too good (dunno how is it on other continents but on EU there’s usually 3-4 proxies on 1 team) I would be fine with current proxy if there was a merc limit, which is my first point, for the overall game:

-INTRODUCE MERC LIMIT BOTH IN PUBS (max 2 same merc) AND RANKED (1 MERC RULE)

But back to the main topic: I think Proxy mines need a rework, not a buff or nerf. Allow me to explain:

First of all, mines would be only deployable when standing still/moving while crouched. This would stop pizza delivery/suicide proxy strat for good. There would be like a 1-2s long animation of Proxy actually putting the mine down and “priming it”

Secondly to make shooting the mine before priming less appealing and make them used for their actual purpose (area denial/defense), there would be a “damage ramp up” period for 3 seconds after deploying. So after deploying mines would do only 75% of normal damage, going up 10% per second and 5% at the last second. They will still be powerful, but less cheesy and overused.

Thirdly much needed counterplay fix: if a teammate shoots the mine, it should count as “his/her” aka do damage only to him and his deployables. I’m sure we’re all sick of teammates walking into a mine you just shot.

I’m sure some people will say “But SOG git gud ! Proxy is weak ! You can counter her by being aware, shooting her in the face yadda yadda” Yeah, it’s possible but not reliable, especially during the chaos of the battle. Every merc imho needs a reliable way to be countered. And no other merc is as cheesy and easy to play (well apart from Rhino on Health Station, but it’s too situational)

But there would also be a positive side of my idea:

Fix mines being “triggered” through walls (this will make them harder to bypass) and get rid of the “outer ring” glow around the edge (unless you have Bomb Squad Perk)

Keep in mind those are just my ideas, and they can be split up and the numbers can be tweaked.

Discuss ?


(Nesodos) #2

im playing on EU all day but dont see those proxy hoards you describe
sure, from time to time there will be lots of one merc on one team but thats not just a proxy phenomenon
ever played against 5 fletchers?

compared to other mercs, let alone the other engies, shes one of the weaker ones
every merc is only as good as you play him/her, if you constantly get blown up by proxies then its your fault, not a flaw in the game design

having to stop and getting killed while deploying a mine? hell no
db is a fast game, every other merc can quickly use their abilities so why should proxy have to sit down and wait to get killed?
the only reasonable compensation for this nerf would be to make the mines invincible to gunfire and wall triggering, making them an roadblock instead of frisbees

you are right, you have to shoot her face but thats the same as with any other merc
(but you can still shoot her while or after she dropped the mine)
fraggers nades are even deadlier and he doesnt have to jump in your face
take fletcher as example:
he got more health, is an engie too, got equivalent weapon choices and a superior ability that doesnt require you to get close to your enemies
you can throw up to 3 bombs near a group(you dont even have to hit them) and they will be dead if none of them gets healed

you say proxy is cheesy?
fletcher is even cheesier and fragger already started to smell across the whole house


(MisterBadmin) #3

A long animation in a fast paced shooter doesn’t make a lot of sense to me. Being able to deliver a pizza from low-earth orbit is one of the only strengths of Proxy’s mines (along with being able to shove them in walls, but that’s an entirely different thing). When I play Proxy, which I don’t play much of anymore, I stay as mobile as possible. Having to stop to plant mines would probably make me place less mines.

My problem with mines isn’t the self-detonated pizza delivery. Yeah, it is a little silly that it’s so good, but it also requires closing distance. My problem is that triggering mines without eating a lot of damage can be really difficult. I’d like to be able to throw an ammo pack (I play a lot of Arty.) near/on a mine and have it detonate. (Probably not the full trigger radius, that’s a little too much room for error.)

Regarding part the third: Sure. Seems entirely reasonable, until you remember that stupid Proxy’s will cause the deaths of their entire teams by dropping a mine on the C4 before disarming and the Nader that lobbed a potshot at it is a very happy little girl, like Heidi (with a grenade launcher). In pubs, stupid teammates using abilities ineffectively shouldn’t kill me.


(BananaSlug) #4

people are crying about proxy, while i think Fletcher is the annoying merc


(Dawnlazy) #5

[quote=“Someordinaryguy;32089”]
I’m sure some people will say “But SOG git gud ! Proxy is weak ! You can counter her by being aware, shooting her in the face yadda yadda” Yeah, it’s possible but not reliable, [/quote]

“Shoot the 90HP merc that’s not even shooting back at you” sounds pretty reliable. I die wayyyyyyy more to mines that were actually laid as traps than to minebombs, these are only reliable if flanking or fighting an enemy while playing around corners, and even then I’d rather be playing any other explosive merc. Just compare Fletcher, he gets 3 of the things on not even half of the cooldown, can throw from a much farther range AND can manually detonate. Yet Proxy with lower HP having to come close up, undergo a longer animation to draw and then drop the mine, then the weapon drawing animation, and preferably distancing herself to not get caught in the blast is a problem?

I’ve got roughly 50-55 hours on each engie and frankly Proxy is a joke merc, fun until your opponents become half decent and then you just wish you had Fletcher instead. Especially in a map like Chapel she can be so incredibly useless it’s frustrating.


(aminuseternal) #6

but…
but
but
then how will I ever live the dream of a team consisting only of Sparks? ;_;


(Herr_Hanz) #7

i stopped reading at the merc limits. i want to play vassili whenever i want. dont matter if there are already 5 of em on my team.


(frostyvampire) #8

It sounds like a nerf to me.

Proxy is a fast merc, she is supposed to do everything really fast. By making her taking time to place a mine you ruin her point of being fast. And if this change happens, SD will have to make all deployables be like that (Aura’s health station, Stoker’s/Kira’s ammo station, Bushwhacker’s turret) else it would be unfair that only Proxy has it and it would hurt the game

The reduced damage to mines when placed isn’t needed if she has to take time to place her mines. But since we know it won’t happen it’s not that bad to reduce damage (but instead of time based, change it to mines that haven’t been armed yet). But I think it will be better to reduce the explosive radius rather than damage. That way you will still be able to kill with the fast place + shoot but it will be harder. Also it will help Proxy because she won’t take damage from it

Shooting mine changing it to yours would ruin Proxy’s way of gaining xp and it will be abused. Most of the time when a teammate runs near a mine and you shoot it so they die, they would die from the mine even if you didn’t shoot it

Getting rid of the ring around the mines will confuse players. You won’t be able to tell enemy and friendly mines apart. I already get confused myself from unarmed mines and often try to shoot friendly mines because there is no glow to tell which team it’s owned by

SD pls fix mines being activated through walls

Edit: Forgot about the merc limits. In pubs it will be a very bad thing because there are not enough mercs compared to players and new players don’t have all mercs unlocked so what will happen to them? If Aura and Sky are their only mercs + the 3 on rotation. On ranked however it should be a thing


(Szakalot) #9

But SOG git gud ! Proxy is weak !


(BananaSlug) #10

Exacly, I didn’t die to nuclear pancake throw in soo long


(LMuerteMan) #11

I love how everyone on the forums are 1200hour players and all of them never witness the so easy way to kill with mine delivery it requires no skill and shooting at one of the faster Mercs that bunny jumps all the freaking time that on top of that can kill almost every merc in the game with just one mine.
I play a lot of proxy is my favorite merc and I agree something must be done about this because is really cheap. I can make triple kills without dying almost 5 or 6 times in a map.
But let mi tell you something that I found on the people of this forums @Someordinaryguy they love cheap shots and love to take advantage of them and winning solely with them if Posible also it seams that almost all of the only play ranked and competitive although most players play casual only they think noncompetitive game should not be regulated.
I made a discussion about this and no body want to fix this the ones that use proxy aparently think having top speed and shotgun and mobility is to weak and if you remove this proxy just sucks.
I also think fletcher could use a variation Maybe to eliminate one of the stickie bombs or give more cooldown time.

On proxy case I love the idea that you have to crouch in order to plant. If you apply that you can leave the mine radius damage as it is. And mines can be as they are meant to be use

One of my arguments against delivery proxy is that there are other Mercs for that if you want distance explosive you got fragger If you want suicide strategy go Nader if you want explosives that you can detonate yourself pick fletcher. Proxy can do all that

One of the things I also think is a problem with fletcher and proxy is that the ability is easy to abuse because the cooldown starts when you deploy the mine and not when it explodes.
The way that the cooldown works now allows to put mines defensively and if you kill someone you can automatically deploy anther one in no time and kill offensively. Same as fletcher.
I don’t know if it would be too crazy to have two cooldowns one when you deploy and one when it activates. Of course it can no be the same other merc deployables.
For example if your defending and expecting the other team you can deploy two mine those explode and you can the deploy two more. So you don’t have two but four ( of course that is not the mayority of the cases.)


(JJMAJR) #12

Proxy needs a defensive buff before she should have her mines nerfed.

My idea would be to give her an electric fence deployable as a way to block out areas, but not prevent bullets or projectiles from passing through. The fence would take only 1/4 damage from bullets, unless shot from the bottom, where the damage would be normal, and from the sides, where it would be doubled.

Friendlies could press the action key to pull down or pull up the fence, so that it won’t obstruct them from moving freely through the map. The fence should also help Proxy with hiding her mines, so an opaque/solid portion at the bottom would be helpful in that respect.

Deployables should alert the player when they are being damaged, even things like Bushwhacker’s turret.

All of those things combined would make sure that Proxy won’t have to rely on her mines in order to pull weight for her team, and therefore those mines could be nerfed without sending her into the nether regions of incompetence.

I heavily disagree with this. If a merc is countered too easily that character is useless. Just look at Rhino and Bushwhacker. One relies on a medic to be around par, while the other’s ability just wastes time and little else.


(Peareshakes) #13

Since no other merc has a long animation for anything, I don’t think that’s a very good idea. However, the damage ramp up seems like a good idea to stop suicide proxies.


(Orivar) #14

Yes please. I hate those level 20+ proxys that cant play this game.