Bushwhacker's Steady augment - needs a small buff


(ProfPlump) #1

Long story short - buff the Steady augment (21% increase to deployables’ health) up to 30%. The rest of this post will just be my reasoning for why this should be done…

Bushwhacker’s most popular and effective loadout, by far, is the C41 (which has a KEK-10, M9, Lock On and Spares).
However, his other loadouts are all lackluster in comparison, despite showing some interesting dynamics and potential - those loadouts are the BL81 and the SM82.

The BL81 has a Blishlok, Lock On and Steady. This makes an interesting dynamic where you can swap out your KEK-10 (from the C41 loadout) for a much less effective primary weapon (Blishlok) but instead be rewarded by making your turret even stronger than before by giving it both Lock On AND Steady. However, the problem is that currently the Steady augment’s advantage is much less useful to Bushwhacker as it is for him to have a KEK instead of a Blishlok. As a result, this interesting loadout is barely ever used in game.

The SM82 has an SMG-9, Steady and Tough. This makes another interesting choice between having a better primary from C41 (KEK-10) and getting Lock On, or getting a slightly worse primary (SMG-9, which is in-between the KEK and the Blishlok) in return for getting Steady instead of Lock On. However, this loadout is also barely used in game as the Steady augment is far less effective than Lock On to begin with, so there’s no point swapping out a better primary weapon to be given worse augments in return.

So basically we have two loadouts that rely on the Steady augment as a part of their uniqueness and potential viability, but they are always overlooked due to Steady’s ineffectiveness, both of which could be simultaneously buffed by buffing the Steady augment.
It is important to note that ZERO other mercs or loadouts have the Steady augment, so giving the augment a buff wouldn’t possibly cause any other loadouts or mercs to become overpowered (since only these two loadouts on this one merc would be effected). Also, C41 is most likely still going to be more effective than BL81/SM82 even with a buff to Steady, so this buff would be unlikely to make Bushwhacker overpowered in any way.
Therefore, it seems very simple (in terms of balance), logical, and easy to implement for the devs to buff the Steady augment, to buff these two loadouts and give Bushwhacker more than just ONE loadout as a viable one in competitive play.


On another note, instead of just buffing the % health bonus that is delivered by having Steady on your turret, there are some other ways that the augment could be buffed that could potentially make the loadouts much more viable:

  1. The Steady augment could be given a secondary clause/ability, where it essentially also gives the same effect as Extra Supplies, meaning that the cooldown for you to replace your turret would be decreased significantly (by 20%). This would mean that the SM82 and BL81 loadouts could both have a different kind of advantage over the favoured C41 loadout. (Obviously this secondary clause/ability should not necessarily be added ON TOP of an increase to the Steady’s health buff - at least not immediately, to avoid over-buffing).

  2. The Steady augment could also be given a different secondary clause/ability, where it not only gives that original 21% health increase to the turret, but also gives the turret a 20% resistance to explosives (just like Unshakeable, but for the turret only, obviously). Currently, Bushwhacker is incredibly weak to mercs like Fletcher, Nader and Fragger due to their ability to quickly dispatch the turret with explosives, without exposing themselves for more than half a second. This explosives resistance would plug up one of Bushwhacker’s weaknesses for those underused loadouts. This would not, however, leave Bushwhacker with no merc weaknesses, as Phantom and Thunder are still incredibly effective against turrets (due to invisibility and concussion grenades).


(JJMAJR) #2

[spoiler]The main problem is that Bushwhacker isn’t useful without Lock-On compared to loadouts with it. If you don’t have that augment, the turret is useless.

But at the same time, if Bushwhacker can be useful without that augment then Lock-On becomes useless.

I’d say that the turret should react 30% faster than what it does now, but also have an increased (like 1 second or so) setup delay to compensate for that and make Lock-On arm the turret faster.[/spoiler]

The BL81 build is my main. The reason is that Cool becomes extremely useful in Chapel, as well as anything that uses manned MG turrets.

Steady should be buffed though.
I noticed with Steady that explosives still take out the turret basically just as fast, which is an issue because that people often play explosive classes for more than just countering this guy.
Maybe have Steady have the player be able to reclaim their turret after it gets neutralized like before, so that it would have a purpose.

Steady should be on the Aura as well. Her healing station being able to sustain more damage would make for an awesome loadout card. Just don’t put it with Potent Packs.


(m86edit) #3

maybe give steady a reduction to explosive damage on the turret?


(sgtCrookyGrin) #4

I agree with pretty much everything you said since I got the cobalt version of Bushy with steady and lock-on. (I do like the shitty blishy at least)


(ProfPlump) #5

Agreed - I did actually say that in the original post though =P


(Tanker_Ray) #6

I played Bush until I did 20k kills besides my nickname… I am so Bushwhanky.

anyway, I think turret’s base HP is nerfed too much. 120HP was the most balanced point…

Steady gives you 133 HP right now, but this is pointless since once the turret location is known by enemies, it’ll be destroyed way too easily.

I agree with the explosive resistance part the most.

I really fxcking hate the Blish, but may be I can try BL81 again, or may be even SM82 if it’s buffed like that.

Way too weak against Nader and Fletcher. I mean, they can always counter turret but… way~~~ too weak.


(Naonna) #7

@ThunderPro the term is Kushwacker, as per the memes…

Increasing the dps on the turret would make it a requirement to destroy said turret before attacking a point at all: making Bushwacker a real threat. Resistances as a percent damage will be better at stopping single high-power explosions, but less effective against teams who focus a turret: meaning it would cost Fletcher more than two stickies if the turret were given a 50 percent resistance against explosives. - Giving a sentry a larger health bar wouldn’t hurt, either.

The issue with buffing the turret is for when it gets lodged in very awkward-to-reach places (looking at second point of Trainyard and the first point of Bridge) - We want Bushwacker to have to stay near his turret: not just leave it alone. The risk of a turret being destroyed is what encourages him to play defensively.


(JJMAJR) #8

I see the Bushwhacker in a very different way. If I have to cling to my turret, I might as well just play Rhino instead, who has only a little less HP (offset by the fact that if someone brings explosives…) but more DPS than the combined DPS of my turret and the KEK-10.

I’d rather be able to set my turret, then try defending a secondary point or use crossfire to my advantage. I’d like to be able however to reclaim my turret when things go badly, but since the bug fix for Bushwhacker this isn’t really a possiblity in most situations, even if I do cling to my turret like a baby.

I’d like Steady, as I said before, to enable the player to at least reclaim the turret when it’s wrecked but not yet destroyed completely.

A bigger problem however is that no Bushwhacker build is viable without Lock-On. The reaction time for the turret is too slow to protect itself from intelligent and deft players. I’d at least like to see Lock-On’s strength get nerfed, the set-up time get nerfed, but the reaction time get buffed. And have Lock-On be able to decrease set-up time so that it doesn’t become completely useless.