is it just me our are his arty strikes kinda weak they have no aoe radius at all imo.
Arty weak?
Existing threads for discussing Arty:
Post-Past discussion
http://forums.dirtybomb.nexon.net/discussion/2199/arty-the-problems#latest
Pre-Patch discussion
http://forums.dirtybomb.nexon.net/discussion/1860/arty-airstrike-underpowered#latest
Anyways, yes, he does seem fairly weak. there is a perk that increases the AOE, but it isn’t a massive difference. I have his obsidian card and it seems to work pretty well if you pick your targets carefully. The problem is the damage on the edge of the AOE is significantly less than the damage near center. Like to the point where 1-2 shots from his gun would have done more than taking the 1.5 seconds to call the shot in.
He got overnerfed in general. Used to be kind of overpowered and now he could use a buff.
What it feels like:
Gun dmg could be increased a bit
Either airstrike damage should be increased, airstrike AOE increased, or you should be able to call it in faster.
One thing I think needs to happen is that his call in shouldn’t be interrupted by getting shot. No other abilities get stopped by being shot except his. It reduces the in combat potential and forces him to avoid being noticed before calling in the artillery. The aimpunch is fine for throwing off the location it is called to, but the cancel is too much.
I tryed him today also got the bronze card, yep he sucks , i dont like the gun i dont like the ability and i won’t play with him again ever…
That’s the Beta Tester spirit!
I agree he got overnerfed, but he’s not completely unplayable. The more playtime a merc gets the better feedback pool the devs will have for tweaks. Though I’m sure they’d also notice an outright drop in anyone’s popularity.
Having actually played him, now that he’s on rotation, I think only his artillery ability needs some tweaking and refining, otherwise he seems fine.
His default gun is quite powerful.
[quote=“srswizard;13928”]Having actually played him, now that he’s on rotation, I think only his artillery ability needs some tweaking and refining, otherwise he seems fine.
His default gun is quite powerful.[/quote]
Only post-patch. They upped the ROF from 300 to 360. That is a SERIOUS increase.
Artillery feels a bit buggy sometimes and because you’re so limited in options (can’t use as grenade nor mindlessly throw it and continue fighting, have to spend time and stand still to aim it while being EXTREMELY vulnerable, can’t do it on elevated surfaces (higher than you), can’t do it when there’s a roof) it should be a lot stronger than it currently is.
I had a good first feeling, with an especially exceptional game where I managed to score an ace with him and the Dreiss AR, and then nothing. Got roflstomped everytime I tried to play with him.
Maybe I haven’t the feeling with support characters…
That’s actually a very good suggestion.
I think the Dreiss is in a really sweet spot now as far as weapons go; definitely doesn’t feel weak compared to most of the other weapons out there, excels in long-distance flanks in particular.
The ability needs some love though, hopefully its on the horizon.
his default gun deals really good hs damage, can take on fraggers
his artillery strike is so shit i forget to use it if it’s not chapel/bridge defense, actually usually a bad idea to use it since you’re very vulnerable when doing so
His ability is very frustrating to use. Between the long targeting time, the reset when you get hit and all the “invalid locations”, it’s nearly impossible to deploy a quick strike under fire. The notes from the patch before last said that they fixed it so that aiming at a wall should now drop the artillery in front of it, but every time I aim at a wall to drop a strike just in front of it, I get “invalid location”… :s
Can you say more about where you are aiming? I’ve been using this feature to great effect on Trainyard (many buildings stick out, there is lots n lots of places you can easily bombard)
Can you say more about where you are aiming? I’ve been using this feature to great effect on Trainyard (many buildings stick out, there is lots n lots of places you can easily bombard)[/quote]
Off the top of my head:
- The building behind the delivery point on the last obj in Trainyard when on the opposite side of the canal
- The building above the delivery point in Chapel
Arty is op for stop EV on chapel or bridge but his skill is useless on other map or even other side.
Since the buff of his default weapon, he can finally win duel at close range, the Dreiss is really good now.
He need a better aoe range et not being interupted while focus and Arty should be balanced.
Lets face it its a CQC game… shotguns, smg’s run everything… Assault rifles are even difficult to use in most situations, since the game is so fast paced you always meet someone face to face and they tend to have a higher ROF and spray you down…
his weapons are very good for Trainyard (second stage) + (3rd stage)… I many times wipe teams with arty and the AUG(cant remember guns name in game). (silver card).
Every Merc is good it just takes time to learn their pros/cons and proper uses.
I THINK ALLLL ASSAULT RIFLES NEED A DMG INCREASE IN ORDER TO COMPETE WITH SMGS UP CLOSE/MID RANGE.
I prefer the Dreiss over the M4, if i aim corrrectly i can take down anyone. Dat weapon deal ton of damage if you hit head.
