Devs ignoring the community on some issues (specifically jump-sniping nerfs)


(watsyurdeal) #261

A bombardment of opinons on the way, here it goes.

First off, the majority of the time in dealing with Vasilli, my only issue is when there’s certain places that I simply cannot get to to flank him. Perfect example being on the last point of Chapel, where he can go to that stairway and have sightlines to the ramp on his left, the bridge in front of him, and the delivery point to his right.

While the option is obviously not fight him, the truth is, if you wanna get the the point you don’t really have a choice. You have to fight him somehow and force him to retreat or kill him. And unfortunately he has the advantage.

Now obviously he can also corner peek and before he could jump snipe, and both things I honestly didn’t have too much of an issue with, since when corner peaking worked, it came at the cost of a slow rof for his rifles. It was like, 1500 ms per shot on the MoA, and in that time I could close distance, or just outright kill him. So you could use that sort of stuff to your advantage. With jump sniping, typically people were predictable with that, so I could pelt them in the head everytime and they’d give up.

But of course, not every scenario is the same, and often times Vasilli has the advantage due to range and the fact that with these methods he never had to expose himself much. He could get away with moving around quite a bit, and players would have small chance if they took it to take him out.

I think adding sway was a ok idea but…it still really didn’t fix much. It’s about as effective at solving the problem as aim punch is…which is to say not a damn bit of difference.

I feel like we could remove sway on the MoA and add jump sniping back to it, if they did something else to the Fe Lix to make that gun better at dealing with specific targets. I think for example if we allowed the MoA to do 70 damage instead, and the Fe Lix did 80 again, you’d only need to change handling characteristics to make the MoA the more agile Sniping weapon, and the Fe Lix more stationary, and able to put down the heavier mercs in a single headshot.

But of course that’s all speculation, that and it’s probably too complex for Splash to implement given their track record thus far. Subtle things make the biggest differences, and Splash still quite hasn’t caught on imo.


(Mr_Poopy_Butthole) #262

[quote=“CCP115;148718”]Vassili now can only shoot once while in midair.

After firing, he is forcefully unscoped.

Upon landing he recieves a 25% movespeed penalty for 2 seconds, that decays for an additional second.

He cannot jump in those three seconds.

Now if you want to jump shot, you have to be very aware of your surroundings, as you cannot jump shot for 3 more seconds.

I can see both sides. Jump shotting was rewarding and fun, and mechanically skill reliant. But it was bad enough getting picked off from a Vassili, and even worse getting picked off by a Vassili you simply couldn’t see or do anything about.

Also I feel as if Sparks mains need to chill a bit, the nerf didn’t seem all that bad.[/quote]

This, I play vassili a lot, it’s my main merc and jump-shoting its very skill reliant I have to first to be able to do it good, know my surrounding, know where the enemy CAN be or WILL be and on most of my matches against good people just having a quick peek can backfire to me, because they are waiting for me to appear and kill me, so I have to move around a lot, change positions, adapt myself to counter my enemy and when I can jump shot if given the chances, and when you jump-shot it’s a flip of a coin, the aim moves, you have very little time and space to make the shot so most of the time it’s a flip of a coin, sometimes you do it, sometimes you don’t, and it’s not a tactic you can use constantly because good players adapt and know where you can appear so they flank you, launch airstrikers, etc. they make your life impossible, and jump-shoting at least give me a fighting chance against a horde of enemies and good players, specially when my team it’s doing bad.


(pumpkinmeerkat) #263

How is a Vassili jump snipe any different from a cooked grenade killing a player as they round a corner? Or Fletcher holding an angle in CQB with sticky bombs?? There are other powerful, skill reliant tactics in the game already. Why remove a particularly skill dependent tactic from a class that was already considered under powered and rarely played at the highest level?


(watsyurdeal) #264

Problem with the first comparison, 15 second cooldown, and it requires a specific amount of prediction and timing.

Trying to cook a nade in the open is just a terrible idea.

As for Fletcher, his only problem is how spammy he is. But even then, Vasilli could jumpshoot over and over because you are not forced to unscope when you jump, and it’s hit scan, not a projectile.


(pumpkinmeerkat) #265

Problem with the first comparison, 15 second cooldown, and it requires a specific amount of prediction and timing.

Trying to cook a nade in the open is just a terrible idea.

As for Fletcher, his only problem is how spammy he is. But even then, Vasilli could jumpshoot over and over because you are not forced to unscope when you jump, and it’s hit scan, not a projectile.

[/quote]

Since the removal of the headshot instagib from the bolt actions ammo count per mag is certainly a limiting factor. I agree that timing a grenade requires a different set of skills but both tactics are heavily skill reliant. Sniping and cooking a grenade in the open are both bad ideas IMO.

Fletcher is particularly powerful in CQB but can be countered by engaging from a safe distance or waiting for him to throw all of his sticky bombs. Similarly, Vassili is powerful when jumping and shooting over cover but can be countered with grenades/sticky bombs or a simple flank.

I rarely play Vassili so the change doesn’t impact me personally as it does others who have put a lot of time into Vassili and play him at a high level. I just wish the devs would present better reasoning for the change.


(Jesus) #266

[quote=“Watsyurdeal;152731”]because you are not forced to unscope when you jump, and it’s hit scan, not a projectile.

[/quote]

Well they could have just nerfed that. The RNG still doesnt have its place in the aiming part of the gameplay, and this for any merc actually


(watsyurdeal) #267

[quote=“Jesus;152770”][quote=“Watsyurdeal;152731”]because you are not forced to unscope when you jump, and it’s hit scan, not a projectile.

[/quote]

Well they could have just nerfed that. The RNG still doesnt have its place in the aiming part of the gameplay, and this for any merc actually[/quote]

I agree, but apparently that’s too simple of a fix or people don’t like the idea of adding an extra step. :\