Balances according to community


(Feley) #1

So I remember that “Dream patch-notes” discussion, and it turned out to “LOL” market sale with all those remove Phantom/Vassili completely comments… I wouldn’t like to see this discussion turning that way.
So, I would like to honest community opinions and balances they would bring if they were devs.

Here are some changes I would make (of course, there will be lot of people who disagree with these)

  1. Fletcher and Nader

Because of recent changes to Fletchers sticky bomb detonation time, I see many people who don’t like this change so they stopped/play less Fletcher than before (including me)…
On the other hand, Nader got buff to her health by 10 hp. (lets be fair, she had 100 hp at one point)

Here are changes I would like to see:

Fletcher - increased hp by 10 (reducing speed by little), making it 120
Nader - decreased hp by 10 (adding speed), making it 110

  1. Burst rifles

Correct me if I am wrong but damage per second of burst rifles at maximum was 170+ before last update
I know a LOT of people dislikes this particular nerf, but here is what I would do:

BR-16 - removing last update tweak completely making it old BR-16; Than reducing ROF (so it would be around 150 dps (practicaly what this update did)) + adding 3 more bullets (one burst) to a clip
Stark AR - removing last update tweak completely making it old Stark AR; Than reducing damage (so it would be around 150 dps) + adding 3 more bullets (one burst) to a clip

Again, to be fair, maximum potential (in terms of DPS) of these weapons would still be greater than those of M4 and Timik (as well as every other non AR weapon)

  1. Execution

As it is now, only one player can carry bomb, and IMO game mode was more interesting while not worrying where teammate who has the bomb will go. As for now, in execution you are pretty much depending on teammates completely, wether it is a medic or it is bomb carrier…

I would at least add this:

Attackers in execution mode gets to have two players carrying bombs, altought if one bomb is planted, other bomb isn’t functional for rest of the game… (so defusing first bomb would win a round as it is now)

Will add some more “imaginary” balances if I can think of them.

P.S. I didn’t make this post to fight with people who disagrees, but to see other people opinions on balances and balances they would like to bring (not adding “merc”, nor removing “merc”, just balances)


(Sterling) #2

After the recent balance, I’d take Nader back to her 110 hp time and add instagib to the direct hits on the launcher. That’s all she needed to compete with Fragger as slayer. She was killer material.

Was.


([SDS]DOA) #3

If the wiki is accurate, Nader has the most unbalanced HP/movement speed combo in the game, and it’s not really close (on top of that she has the nade spam machine, instant-win-after-death button, and great SMGs). It says her HP is 120, and her speed is 420. Most mercs that have 120 HP only have a max speed of 400. Nader at most should be 110 and 410.

Fletcher is fine. Making him slower AND still use shotguns makes him shit.


(3N1GM4) #4

Add back in instagib on explosives but reducing the original 64cm to 45cm max damage circle. 32 is just too small for mines and martyrdoms.

Reset the fletcher charge time but increase the cool down by 2-4s.

Th nerfs/buffs in this patch just kind of feel like they listened to all the low hp merc players who complain about being killed instantly by assault class mercs.


(Feley) #5

[quote="[SDS]DOA;101417"]
Fletcher is fine. Making him slower AND still use shotguns makes him shit. [/quote]

Yeah I know, thats why I said “little” slower… That update where they increased time of detonation made him unplayable for me. (It isn’t much of a change, but still its lot worse now)
And if it must be that way, so I need to hold a little before throwing and detonating afterwards… I would rather have more HP so when I am throwing stickies, I don’t die (that didn’t happen before update)


([SDS]DOA) #6

[quote=“Feley;101424”]
Yeah I know, thats why I said “little” slower… That update where they increased time of detonation made him unplayable for me. (It isn’t much of a change, but still its lot worse now)
And if it must be that way, so I need to hold a little before throwing and detonating afterwards… I would rather have more HP so when I am throwing stickies, I don’t die (that didn’t happen before update)[/quote]

If that little update made him unplayable, you were barely able to play him then, and probably aren’t doing something right. His speed is a huge asset.


(Feley) #7

[quote="[SDS]DOA;101430"][quote=“Feley;101424”]
Yeah I know, thats why I said “little” slower… That update where they increased time of detonation made him unplayable for me. (It isn’t much of a change, but still its lot worse now)
And if it must be that way, so I need to hold a little before throwing and detonating afterwards… I would rather have more HP so when I am throwing stickies, I don’t die (that didn’t happen before update)[/quote]

If that little update made him unplayable, you were barely able to play him then, and probably aren’t doing something right. His speed is a huge asset. [/quote]

Well truth to be told, my ping increased since that update too (and most likely problems are coming from ping), but well, it just isn’t same timing as before (I mean half a second (without lock-on and 0.3 isn’t just a little)…
Not only was he nerfed by that much, but choice between loadouts have been reduced by far…