Character: Slugger (Likes/Dislikes) Impressions?


(Evil-Doer) #1

I’m seeing a lot of dislikes on the sticky mines, which is completely understandable. Feels like a very utility based defensive player and can be really fun to play. Obviously, the receiving end isn’t near as fun as the giving end with this character.

Depending on where you place these stickies and such sometimes, they can’t even get a kill, but they do a great job at dealing massive damage to help. But, if placed and hit properly, you can literally have one player thwart a pretty decent push and really punish a team.

I was trying to think of counters for these sticky mines with another added character in the future, that might help beat a team that likes to use an over abundance of splashy damage characters. We are just at the beginning of whats to come over a long period of time, so it’s really cool we get to work with each character at its infancy.

His shotgun is fun with his abilities, you have to play close quarters, so you lose a long range ability for a strong CQC presence, which is a little give an take I think, that I like. His secondary is nice, but obviously has decent fall off at range and doesn’t have an extreme amount of bullets, so it helps with finishing off groups.

There is a lot you can do with this guy on different parts of the maps and a lot you can’t do with him on certain parts of maps, so it makes it fun to see how you can best use him in what scenarios and situations.


(1-800-NOTHING) #2

one way to solve the problem with sticky mines is to give slugger an entirely new ability, and irrevocably delete the sticky mines forever.


(Protekt1) #3

Sticky mine damage is okay. Sticky mine cooldown is too fast.


(Volcano) #4

[QUOTE=Evil-Doer;461474]
I was trying to think of counters for these sticky mines with another added character in the future, that might help beat a team that likes to use an over abundance of splashy damage characters. We are just at the beginning of whats to come over a long period of time, so it’s really cool we get to work with each character at its infancy.

.[/QUOTE]

when nades come back they will counter them or when the emp nade comes in


(prophett) #5

Having played with and against sticky mines a few times, I would say the damage is ok, but they resupply too fast.

Also, having multiple people playing that character on a team can lead to a lot of sticky mine spam. I would suggest a max team limit of 3-6 - as a shared resource. If everyone on that team plays that class the limit is still X amount (in some cases you wouldn’t be able to deploy any until an existing one was destroyed).


(1-800-NOTHING) #6

one of the many things that annoy me about the #¤#%cky mines is that you can’t shoot them with a shotgun. (either that or you have to be suicidally close to them… )

it would be interesting to see fewer simultaneous sticky mines per slugger character, longer cooldown, slightly more damage, and having to be armed manually.

atm you just throw them all over the place, and the time it takes the enemy to safely explode one mine is severely disproportionate to the time it takes slugger to spam -3 more- pieces of cheese all over the place.

i think if you have to place server side restrictions on the use of a certain character, then something is definitely wrong somewhere.