Balancing Aura/Proxy/shotguns


(Szakalot) #21

its already happening though. Any light merc can get 1shot


(farsightedLemur) #22

timik47 and burst are best for skyhammer for me. headshot’s and normal bodyshots gives u fast kills, timik feels a little worse but it’s still very good when u aim good. Never loosed against stacked proxy/aura’s when my team play well…hmm only stations would be fixed(healing after 0,5-1 second after receiving damage, not all the time) IMO


(ev1ldarks) #23

And what about simply raising shotgun (or all weapons) spread when hopping, enough to make shoot quasi impossible while hopping ? Because finally, it’s the biggest problem imho with these mercs.

And yes, when BIG mercs will be released, Aura/Proxy will become weaker ^^


(Szakalot) #24

Rhino absolutely destroys shotties


(Darkcola) #25

dont talk about changing gun actions while jumping please.
most fps games that are supposed to be fast paced get nerfed this way EVERYTIME. the ability to run jump and gun is quake-ish and fun and awesome. Dont ruin it.


(ev1ldarks) #26

If this game was quake-ish as you say, there would be strafe jumps … so for me it’s not a quake-ish game ^^

But hopping+shooting is the way Aura is so much deadly.
In addition, Healing station + hopping + shooting makes Aura unstoppable, that the main problem imho :o

I think Proxy is more balanced.

So perhaps decrease Aura’s damage… she’s a medic after all, not a fragging machine !!

EDIT: and put 2 Auras with 2 HS in a choke point … ^^


(appreciativeBuster) #27

Go do walljumps and strafe whilst you’re making speed off the wall. There’s a trick to it but haven’t mastered it yet :D.


(appreciativeBuster) #28

[quote=“Darkcola;10675”]dont talk about changing gun actions while jumping please.
most fps games that are supposed to be fast paced get nerfed this way EVERYTIME. the ability to run jump and gun is quake-ish and fun and awesome. Dont ruin it.[/quote]
^This, plsno


(ev1ldarks) #29

So, wall strafing, but no regular strafe jump ? what’s the point ? Very curious to know why … o_O


(Ribero) #30

Balancing Mercs now when there are still more to come, who will inevitably change the existing meta and the perceived effectiveness of current mercs, seems pretty pointless to me.


(Rimmorn) #31

Remove them all! It would be so much easier for me to play Proxy/Aura without shotguns…


(appreciativeBuster) #32

True but we’ve seen a fair share of mercs so far. With the current release it seems they will go for time-based release for mercs or they simply want specific feedback on the mercs we now have in rotation.

All feedback helps ^-^


(Ribero) #33

True but we’ve seen a fair share of mercs so far. With the current release it seems they will go for time-based release for mercs or they simply want specific feedback on the mercs we now have in rotation.

All feedback helps ^-^[/quote]

A Fair point.


(farsightedLemur) #34

It looks like that 5 classes we have now were too weak…skyhammer with ammo packs and without airstrike against minigunner with shotgun as secondary weapon or grenade launching women like demoman in tf2…They need to balance classes from starter pack to mix them with other characters wich were stronger. https://www.youtube.com/watch?v=-oJHrMtFxr8


(Amerika) #35

I seriously hope they NEVER release Nader. I do not want this game becoming the spamfest that is TF2. Or at least make her nades work like Fragger where there is 2 at most ready to use and arming time.


(B_Montiel) #36

All the character available is the first steam release should be available sooner or later in the game. But honestly, except the fact that Nader is a huge spamfest merc, she is pretty balanced in my opinion. Poor movement speed, pretty big character (big hitboxes) and poor health pool makes her easy to kill.
For those who never played before they kept only 7 mercs, you can be sure that fragger and aura are probably two of the strongest mercs available in the game. Proxy usage will definitely reduce once some anti-light mercs appear (whereas aura has less troubles with them since she has an healing station). So, no, don’t worry, further coming mercs won’t crush the overall game. The only merc not available right now who had strong balance issues recently was to me stoker with his molotov.


(irishrOy) #37

[quote=“immenseWalnut;10438”]I would go with lower shotgun damage, increase shotgun fire rate, and increase number of shots in each reload and total ammo carried to balance it.

This would force players to have to track better rather than just being able to pull the trigger the moment their crosshair is over the target without needing to follow the target. Basically, it would make it more difficult for SG users.

If you go head to head against an SG user with a slower moving merc with an auto, you need to track your target accurately (which is difficult due to their fast movement speed, and even more difficult if you are AD strafing yourself), so they are harder to hit than you are, but it is easier for them to hit you (it just requires timing instead of tracking).

The only other option I can think of is add some momentum, so that the fastest moving classes take more time to change direction than the slower moving ones.[/quote]

But (from my point of view), shotguns are used for fast one-hit-kills.
That’s what Shotguns are made for.
Shotguns deal huge amounts of damage in CQC, but have a relatively slow RoF.
So if you miss the first shot (or if you don’t kill the enemy with the first shot), you’re most likely to die
(especially in DirtyBomb, because the TTK can be ridiculously low when you land some quick headshots with an SMG, for example).

With an auto-fire-weapon like an AR, the LMG or SMG you should be forced to “track” the enemy, that’s right. But you also have automatic fire and a fast Rate Of Fire to compensate.
Shotguns are the opposite. Slow RoF, high damage (only in CQC).

If you would change the current shotguns into “weak full-auto-shotties”, they would require even less “skill”, since you can just hold the button pressed and move the mouse.

http://cdn.funniestmemes.com/wp-content/uploads/Funniest_Memes_not-sure-if-diddly-or-doodly_1718.jpeg


(INF3RN0) #38

Aura stations are OP? Oh right:confused:


(Rhyno) #39

Decrease movement speed.


(Amerika) #40

The heal station should possibly halve it’s healing for every person standing in the aura. Either that or simply stop healing if the person takes damage and it will pick up after 2 seconds of no damage taken.