Bushwacker & Sparks buff ideas from Scrubs Trailer


(GatoCommodore) #21

i actually only used the medpacks for my own heal because its pretty unreliable if i heal people then i didnt get that insta heal when i fight or cornered.

i rarely used sparks revivr gun at long range to revive people because most of the time somebody already either shooting me or the dead bodies.


(Smile.jpg) #22

Just let Sparks sprint while charging and shooting other weapons to make her flatly the fastest merc.


(GatoCommodore) #23

salt will run in the blood of the scrubs


(Your worst knifemare.) #24

salt will run in the blood of the scrubs
-R.I.P cute blood picture-
[/quote]

But the salt will taste good.


(Brycko) #25

So I bought Sparks (with real money), and play for a week, turns out she isn’t as bad as I thought. But still.

  • The Windup initially annoyed me, but turned out to be quite manageable for reviving
  • Her Health Packs are actually quite good now
  • Reviving from a distance is a lot more helpful then initially realized
  • Revive Dropoff isn’t that bad, as long as you fully charge
  • Reviving is relatively easy, because bodies splayed on the ground are easy to hit

But…

  • Complete and total Glass Cannon; she’s the first one to die whenever a Nader pulls around the corner, and that’s never good when you’re the only medic. Phoenix can manage because of his health and insta-heal and self-revive, Sawbonez can manage because of health and medpack, Aura can manage so long as she sticks to her Health Station, but Sparks has no chance (low health, Small Medpacks). She’s built to be a Sniper, but maybe not anymore(more on that in a second)
  • Sniping is tough. It’s possible, but tough. There are several factors that prevent her from being an effective Sniper.
    [list=1]
  • The windup on her gun. Snipers typically rely on instant action-reaction. When you have the shot, you have to be able to fire instantly. It can be argued that this isn’t a problem for Sparks, because the Revivr can be charged and then instantly released when she has a clear shot. The problem is that this relies on holding down the mouse button when aiming, which can screw up accuracy. Maybe its just a skill one has to learn.
  • The damage dropoff. It doesn’t make the gun unusable, and its still possible to two shot someone, but again, given the mechanics of the Revivr, its really only good for killing someone who health has already been halved.
  • The Scope. The Sights are virtually useless. Hip-firing is far more accurate. This wouldn’t be such a problem in a game that values Hip-firing over scope firing, but you have to remember, Sparks is supposed to be a Sniper.
  • The design of the gun (bear with me). Weapons like the Grandeur and the Dreiss are unique ‘Hip-Fire Snipers’. They don’t have great sights, and are far more effective being used as hip-fire weapons. They work (or at least the Grandeur does) because of the design of the weapon. It guides the eyes of the player to their Cross-hair on the screen, and whilst the Revivr does this to a certain extent, it doesn’t do it as nearly as well as the Grandeur, which is also why the Revivr is a difficult to use Hip-Fire weapon (similar to the Dreiss).
    [/list]
      ^
      I
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Does this mean that Sparks needs to be fixed? Probably not. She fulfills her role as a medic quite well. But I do worry about her offensive capabilities. Maybe it’s just me, but my KD ratio with Sparks is consistently 0.1 in games, and I’m not ready to train as much as Zorla to get good.

If they are ever needed, here are some ‘fix’ (buff) ideas.

  • No initial ‘threshold’ Windup. There could be a (longer) cooldown between shots, but no Windup required to fire the Revivr. Charging works the same way, but could offer greater initial damage (not sure if it does this now :neutral: )
  • Triggerable Windup; Click triggers windup, second click releases. Battery on Revivr drains faster to compensate not having to hold down the trigger. Threshold Windup could be greater to compensate.
  • Better sights on Revivr (unlikely, there’s no way DB’s gonna want to change the gun model)
  • Decrease Damage Dropoff (Unlikely, would make weapon OP again)
  • Increase Sparks Health to 90
  • Change Arsenal to include distant weapons (i.e trade MP 400 for Blishlok)

Given the current status of her Revivr, Sparks is in a weird place. She’s built to be a Sniper, but its abnormally difficult to snipe with her. That leaves anyone that doesn’t want to/can’t snipe with her either stuck reviving from afar or going glass cannon up close. Hopefully this’ll get changed.


(Herr_Hanz) #26

[quote=“Brycko;207136”]So I bought Sparks (with real money), and play for a week, turns out she isn’t as bad as I thought. But still.

  • The Windup initially annoyed me, but turned out to be quite manageable for reviving
  • Her Health Packs are actually quite good now
  • Reviving from a distance is a lot more helpful then initially realized
  • Revive Dropoff isn’t that bad, as long as you fully charge
  • Reviving is relatively easy, because bodies splayed on the ground are easy to hit

But…

  • Complete and total Glass Cannon; she’s the first one to die whenever a Nader pulls around the corner, and that’s never good when you’re the only medic. Phoenix can manage because of his health and insta-heal and self-revive, Sawbonez can manage because of health and medpack, Aura can manage so long as she sticks to her Health Station, but Sparks has no chance (low health, Small Medpacks). She’s built to be a Sniper, but maybe not anymore(more on that in a second)
  • Sniping is tough. It’s possible, but tough. There are several factors that prevent her from being an effective Sniper.
    [list=1]
  • The windup on her gun. Snipers typically rely on instant action-reaction. When you have the shot, you have to be able to fire instantly. It can be argued that this isn’t a problem for Sparks, because the Revivr can be charged and then instantly released when she has a clear shot. The problem is that this relies on holding down the mouse button when aiming, which can @$!# up accuracy. Maybe its just a skill one has to learn.
  • The damage dropoff. It doesn’t make the gun unusable, and its still possible to two shot someone, but again, given the mechanics of the Revivr, its really only good for killing someone who health has already been halved.
  • The Scope. The Sights are virtually useless. Hip-firing is far more accurate. This wouldn’t be such a problem in a game that values Hip-firing over scope firing, but you have to remember, Sparks is supposed to be a Sniper.
  • The design of the gun (bear with me). Weapons like the Grandeur and the Dreiss are unique ‘Hip-Fire Snipers’. They don’t have great sights, and are far more effective being used as hip-fire weapons. They work (or at least the Grandeur does) because of the design of the weapon. It guides the eyes of the player to their Cross-hair on the screen, and whilst the Revivr does this to a certain extent, it doesn’t do it as nearly as well as the Grandeur, which is also why the Revivr is a difficult to use Hip-Fire weapon (similar to the Dreiss).
    [/list]
      ^
      I
      I
      I

Does this mean that Sparks needs to be fixed? Probably not. She fulfills her role as a medic quite well. But I do worry about her offensive capabilities. Maybe it’s just me, but my KD ratio with Sparks is consistently 0.1 in games, and I’m not ready to train as much as Zorla to get good.

If they are ever needed, here are some ‘fix’ (buff) ideas.

  • No initial ‘threshold’ Windup. There could be a (longer) cooldown between shots, but no Windup required to fire the Revivr. Charging works the same way, but could offer greater initial damage (not sure if it does this now :neutral: )
  • Triggerable Windup; Click triggers windup, second click releases. Battery on Revivr drains faster to compensate not having to hold down the trigger. Threshold Windup could be greater to compensate.
  • Better sights on Revivr (unlikely, there’s no way DB’s gonna want to change the gun model)
  • Decrease Damage Dropoff (Unlikely, would make weapon OP again)
  • Increase Sparks Health to 90
  • Change Arsenal to include distant weapons (i.e trade MP 400 for Blishlok)

Given the current status of her Revivr, Sparks is in a weird place. She’s built to be a Sniper, but its abnormally difficult to snipe with her. That leaves anyone that doesn’t want to/can’t snipe with her either stuck reviving from afar or going glass cannon up close. Hopefully this’ll get changed. [/quote]

you are missing the point of why she was nerfed. she is NOT supposed to be a sniper. she is supposed to be a long range reviver. she is supposed to be in long range, hence why she only has short range weapons, giving her the blishlock would make her too overpowered.


(Soerbert) #27

[left]@Brycko

I fully support the change of sights for the Revivr. Its pretty frustrating to use the scope for me since the little charging screen blocks a large field of my view.

Also it feels kinda weird to have a the Revivr zoom in as much as a regular sniper rifle without an actual sniper scope. (screenshots taken without walking closer down that alley)

As for windup i must say loadouts with quickcharge do the trick for me. Here i dont feel the need for any changes.
[/left]


(aminuseternal) #28

@Herr_Hanz I mean in her merc role call it says that she is supposed to be a long range fighter. Now you have to get close and get headshots to do any real damage with the rev gun so her speed is her best thing, and you have to be really good at escaping since if you get caught by yourself, you are dead. Also sparks is not Mercy and I really wish people would stop thinking about her as “a reviver only.” All of the other medics have a crapton of survivability I mean fssdkf aura can be a tank and the blishlok can shoot across the map.

@Brycko the biggest problem sparks has is the drop off and rev speed, and not to mention some shitty loadouts. In higher lvl play, unless someone is behind cover most of your teammates will get finished off before they can get up from the rez because it takes forever. Not to mention that in some maps she is at a bunch of disadvantages because of how close quarters everything is without proper fire lanes.

Idk I am tired and not feeling great and I am really just tired of having to play sparks everyday to be any good with her. and I am so sick of the “sparks is really good just hard to use” comment because I could say the same thing about phantom but a quick glance at the first page of merc discussion has what three, four threads on phantom?

Nowadays I think the biggest thing is that she needs some adjustment to the rev get up time.


(Herr_Hanz) #29

thats the problem with sparks players. they want to do damage. sporks isnt supposed to be a damage merc, she is a reviving/healing/support merc. scrubs want to do damage, go to close range, get killed because she is not supposed to be in close range, and then they go complain about the bad CQC ability of sparks and how she needs a buff.

although i dont have a lot of hours with her, as far as im concerned sparks is balanced right now (not perfectly balanced, as spork mains can tell us about what things need tweaking for sporks, but shes pretty close. so i dont think she needs drastic changes.


(GatoCommodore) #30

thats the problem with sparks players. they want to do damage. sporks isnt supposed to be a damage merc, she is a reviving/healing/support merc. scrubs want to do damage, go to close range, get killed because she is not supposed to be in close range, and then they go complain about the bad CQC ability of sparks and how she needs a buff.

although i dont have a lot of hours with her, as far as im concerned sparks is balanced right now (not perfectly balanced, as spork mains can tell us about what things need tweaking for sporks, but shes pretty close. so i dont think she needs drastic changes.[/quote]

the thing is, everybody in dirty bomb able to kill anybody either with guns or abilities or supported by abilities.

lets look at other medics

Aura

Can tank hits
has a great short-medium range arsenal
the med station can tank the whole team, effectively defeating enemies that isnt accompanied by medics.
Excelent Defensive medic

Sawbonez

Medic with best survivability ( 110 hp)
Direct hit health pack will heal instant 10 hp and will heal until full health
gets some of the best weapon in the game
excelent pocket medic/offensive medic

Phoenix

Best Insta Heal medic
can revive by its own
gets some of the best weapon in the game
good offensive medic

Sparks (oh wow)

Long Range Revive (that gets shotted up before teammate even gets up)
can heal its own with small healthpack (ineffective at healing teammate)
Machine Pistol Primary (objectively worse than standard SMG)
not very good at any range due to people whining about medic shouldnt be able to deal damage.
Sparks weapon are mainly PDW and cant kill mercs effectively even at close range (because it already too late and you will die anyway when the enemies rushed sparks)

EVERYBODY should be able to deal damage. This is not some Moba Clusterfug or OW class discrimination.

in this game EVERYBODY should have the ability to melt ANYBODY with same degree as other mercs in the game. Im currently sick and tired of the people saying “support class shouldnt get kills brah” and when something is limping, the other team cant catch up and its up to me to deal the killing blow, i cant kill it because i cant deal damage that fast/ that many in a short window, people will whine about how lame i was.


(GatoCommodore) #31

thats the problem with sparks players. they want to do damage. sporks isnt supposed to be a damage merc, she is a reviving/healing/support merc. scrubs want to do damage, go to close range, get killed because she is not supposed to be in close range, and then they go complain about the bad CQC ability of sparks and how she needs a buff.

although i dont have a lot of hours with her, as far as im concerned sparks is balanced right now (not perfectly balanced, as spork mains can tell us about what things need tweaking for sporks, but shes pretty close. so i dont think she needs drastic changes.[/quote]

lets say people agree on medic shouldnt be able to kill, then whats next?
fire support merc shouldnt be able to shoot accurately since their ammo are unlimited?
Tankers shouldnt be able to deal big damage because their main usage is to tank hits?

then what?

sniper class would be the last one who will be able to kill people and all people will just play vasilli?

i dont want this game to evolve into some sh itty game.


(Herr_Hanz) #32

@sweetColumn i am talking about sparks only, i never said medics in general shouldnt be able to kill.

with sparks you trade of killing effectiveness for being able to revive from any range. and since her medpack buff she can do a much better job at healing teammates.


(aminuseternal) #33

“the revivir is an effective sniper-like weapon”
[YOUTUBE]pW6VQBvnwQ0

But I am a sparks main telling you what needs tweaking. With the damage falloff you can’t stay at long range, and maps like bridge or terminal that do not have good sight lines, and sharp corners kill her effectiveness, and because people have that stupid “support merc only” her loadouts got screwed. Rather than actually try to balance any of them, you got 383 knockoffs with no actual survivability augments. We at least got to keep quick draw, but oh boy we got unshakeable… on an 80 hp merc… so it doesn’t do anything besides waste an augment slot. No guardian angel, flying pig, springy, or untrackable, which are all things that other medics get.

The healthpack buff was a good one, but the collision is still not great. You can tap revive someone, toss a medpack, and have them back to full health, or at least close to it unless they are a higher hp merc. Though once again, you have to be close to do that.

Do I want it to be like before where people were just sniping with sparks and not really doing medic stuff? Not really no. But, people run off and go for kills on every other medic. I mean how many auras are just using their health station for them while going after kills? Why is it okay to get blasted by a shotty aura or ripped apart by a phoenix or sawbonez but not to be killed by a weapon that freaking starts to shake when you charge it up and you cannot really ADS with.

How many people were there playing sparks in this latest tournament? One? maybe two? I don’t even think that. Sparks doesn’t even get banned as much as people say, but if she is balanced so well, why is no one playing her? I see more people playing rhino or phantom than sparks.

And as I said before, the get up time takes so long on the revives that in higher level play you cannot rez anyone because they get finished off too soon. I guess you could say that they would be finished off anyways before you could hit em with the defibs, but then whats the point of having long range revives? I don’t think she needs the same time as the defibs to keep it balanced, but it needs to be shorter to be viable.


(GatoCommodore) #34

[quote=“Herr_Hanz;207238”]@sweetColumn i am talking about sparks only, i never said medics in general shouldnt be able to kill.

with sparks you trade of killing effectiveness for being able to revive from any range. and since her medpack buff she can do a much better job at healing teammates.[/quote]

Every mercs in the game should have equally the same degree on melting people.
Sparks isnt even a glass cannon. The fug SD were thinking when they nerf Sparks that hard in the first place.


(SaulWolfden) #35

I would say for Bushwhacker when he has the turret equipped he can throw it with the right mouse button and sort of roll it into an area. It deploys when it stops moving, this would be more for viability than anything.


(BananaSlug) #36

sparks really dosent need a buff, i would only make it soo you can revive by penetrating teammates to make it less annoying on pubs ( you probably know that feeling when some proxy runs in front of you and blocking revive), to bushwhacker the smartest idea is to just reduce cooldown when you pick it up


(Dieu-Sama) #37

[quote=“aminuseternal;207254”]“the revivir is an effective sniper-like weapon”
[YOUTUBE]pW6VQBvnwQ0[/quote]

According to Thunder’s Merc Role Call, the concussion grenade is suppose to have an EMP effect :wink:

Every mercs in the game should have equally the same degree on melting people.

Medics should be either s.hit at killing people OR unable to heal themselves. At the moment, having Sawbonez/Phoenix with self-healing capabilities and primaries like Crotzni/Kek/Hoch are the worst game design mistakes of DB.


(Herr_Hanz) #38

@Dieu-Sama your gif isnt working


(aminuseternal) #39

@Dieu-Sama yeah you got me there haha xD

Anyways, I guess what I would prefer is a quicker rez time, but with a longer charge time, even with all of the quick charge nerfs the rev gun can be pretty spammy. Idk I would love to see the actual data on the dmg/heal per charge level and for the damage falloff.


(GatoCommodore) #40

[quote=“Dieu-Sama;208512”][quote=“aminuseternal;207254”]“the revivir is an effective sniper-like weapon”
[YOUTUBE]pW6VQBvnwQ0[/quote]

According to Thunder’s Merc Role Call, the concussion grenade is suppose to have an EMP effect :wink:

Every mercs in the game should have equally the same degree on melting people.

Medics should be either s.hit at killing people OR unable to heal themselves. At the moment, having Sawbonez/Phoenix with self-healing capabilities and primaries like Crotzni/Kek/Hoch are the worst game design mistakes of DB.[/quote]

Why should dirty bomb submit to the Idea that a medic shouldnt be able to protect themselves or even kill enemies? Do you want DB to become OW clone somehow? You like the idea that there is no flexibility in the Class?

i think…

YOU WANT THIS TO BECOME OW CLONE…

you hate the idea that a medic can be a killer too.