// does anyone have any idea for things that most definitely need to be nerfed?? //


(yungwaterbottle) #1

As far as I’ve seen, the game is actually pretty balanced, yay. o:)

 If there is anything that I think needs to be hit, I think it's proxy's mines, and maybe Fragger's grenade. The mines, after they're put down on objectives, will get you a kill in 20 seconds top in any situation on any map. And as for the grenade, (and I main Fragger) every time I throw it with any idea of the map I'll get 2-3 kills, maybe hit on its range or damage?

If anyone else has any ideas or doesn’t agree, I’d love to hear c:

EDIT: Aura’s healing station is far too hard to destroy, and with enemies being healed by it, you can’t kill the station or them.


(einstyle) #2

Proxy mines are fine imo


(yungwaterbottle) #3

I’m blanking on the map name, but especially on the one with the two containers you need to detonate, a proxy on either defense or offense can pop one in there and it completely stops someone from being able to do anything in that area, because you won’t be able to shoot the mines with everyone in the game in such a small place.


(ToonBE) #4

[quote=Proxy mines are fine imo

I’m blanking on the map name, but especially on the one with the two containers you need to detonate, a proxy on either defense or offense can pop one in there and it completely stops someone from being able to do anything in that area, because you won’t be able to shoot the mines with everyone in the game in such a small place.[/quote]

Tell teammates to keep distance, shoot mine, problem solved.

Terminal btw


(crooKk) #5

Healing from the station needs to be interrupted while the player is taking damage.


(Soumin) #6

I would like to see that with FF on, healing/ammo stations would work for enemy team also.


(immenseWalnut) #7

I would say headshot damage (but then I am known for not being particularly pleased with the current TTK). The abilities are actually nicely balanced, anything that has a particular strength also has weaknesses that counter them (mines can be shot to take them out, healing station is easily removed with explosives etc).

Headshot damage is the big one though, in a straight up face to face duel, TTK isn’t too bad because the head is hard to hit. But when you round a corner and see an enemy player with his back to you, 2 pistol shots to the back of the head is far too fast for a kill. Melee damage should be the only damage that is high enough to wreck someone that fast.

I much prefer games where I have a chance to make a comeback after taking damage, the current damage makes that very difficult unless your opponent is gash at aiming.

Also, we need a better way of obtaining ammo, if the guys playing ammo drop mercs aren’t dropping it, we need a way to take it from them (i.e. run up to them and ‘activate’ them to obtain ammo, instead of waiting for them to help us out) as super bad players will drag the game down because they will NEVER drop ammo (seen it happen). And the F2P riff raff are notorious for being super bad players.


(Jeebs) #8

i think vassili and his heartbeat sensor will be op in competitive play.


(Rhyno) #9

Only 100% OP thing in the game I can think of is the healing station. I’m fine with it continuously healing even while taking damage, just as long as the overall HP of the station itself is lowered.


(Reddeadcap) #10

Looks like the verdict is going for Aura being OP, A lot of threads are going on and on about how its healing is too competend with the lack of the Aura player having to do much along with it taking a lot of damage. My responses tend to be the following:

  • Replacing the constant healing with a pulse, rather than making the healing pause when the player takes damage, it’ll healing chucks of health every 1.5 seconds with an audible Charging up and Healing pulse fired noise.
  • Decreasing Healing Station’s health maybe by 25%-50%
  • Finally making the healing aura on the floor be red for an enemy Aura station, to match the glowing center bits.

(Szakalot) #11

I kind of like the idea of every merc being OP.

up against Vassili? you better watch out at long range, or you will get recked

up against Fragger? you better watch out at a straight-up engagement

up against Sawbonez? don’t let him runaway and come back at you with full health

up against Phoenix? make sure you are in position to gib the body

up against Proxy? keep your distance and watch them deadly mines

up against Aura? don’t let her dictate the engagement, or you’ll get outhealed

up against Nader? good luck dodging!

up against Fletcher? same as Proxy, keep your distance or things will get sticky

up against @INF3RN0 @potty etc.? here is whatcha do


(bubblesKeyboard) #12

Mines aren’t a problem at all, you can take them out in 1-2 bullets. Fragger’s nades aren’t overpowered because you need to cook them, and the 2 seconds that he will take to cook them are 2 seconds you can use to take him out.


(bubblesKeyboard) #13

I still agree that healing stations should be easier to take out. AND AT LEAST have enemy stations glow red so you can tell apart yours from the enemies.


(yungwaterbottle) #14

Maybe i’m just dumb about the mines lmao :s

but with the grenades, I think if they’re going to be such a high damage, the ability to cook them behind a wall then pop out and throw them offers a little too much kill potential if you’re good with them?

but hey im new and honestly i could just be wrong no one likes my posts LMAOO


(einstyle) #15

meh, better to speak your mind out and get disliked than to parrot someone elses opinion just to get approval
who gives a damn about that e-peen really? :smile:


(bubblesKeyboard) #16

Maybe i’m just dumb about the mines lmao :s

but with the grenades, I think if they’re going to be such a high damage, the ability to cook them behind a wall then pop out and throw them offers a little too much kill potential if you’re good with them?

but hey im new and honestly i could just be wrong no one likes my posts LMAOO[/quote]

Mines take time to get used too.

You can take on a fragger by waiting until he runs behind cover to cook a frag and rush him. By the time he comes out he will be ready to toss the nade at the place you were not the place you are and he wont have much time to recalculate because one second more and he will blow himself up. Once you catch him cooking the nade/mid throw he’s harmless and you can take him out during this time.

There’s a like for you!


(RuleofBooKz) #17

MINES
the actual mines are fine as mines but not that they are self arming - as it basically makes them persistent sticky nades in combat (as well as mines). To stop them being used as nades just make them have to be armed after deployment - so drop mine, stop and arm mine for say 2 secs then on your way. You couldnt do this while actually in combat which is the point! This will stop them being used as a nade

HEALTH STATION - aura
the health station is OP esp with that 30% boost perk. So I shall also +1 the previous suggestion to implement changes like:

-Decreasing Healing Station’s health maybe by 25%-50%
-Making the healing aura on the floor be red for an enemy Aura station, to match the glowing center bits.

HEART BEAT sensor
Never liked it. feels like “wallhack” cheat. Maybe its ok if it was just for the sniper to use and see but when its gives wall hack to the whole friendly team? thats just dumbing down the game - why develop situational awareness and good reflexes when ur enemy can be seen thru walls?

SHOTGUNS - inc spread at range atm they seem like sniper rifles. maybe thats just some of the shotguns?

MOVEMENT of actual model corresponding to player model sense.
MOST IMPORTANT!!! Why is it that i duck and jump and move but when killed it seems to me my model was a sec behind me? So to me it seems I’ve sprinted, jumped then crouched behind cover only to then be told im dead a sec later and when i look at the death cam it shows i was shot and killed in mid air?? No to me i was already behind cover!

Its not latency or lag because yes it happens on 100+ ping OS servers but also on under 50 ping local servers.

All i can come up with is you guys need to tighten up how we see the game and how our player model is actually in the game. Never ever had this issue in QW (quake war) that game was tight as and if u got hit u knew it was your own fault not that my model was a “loose goose” all over the shop. Please tighten up this

thanks for reading this far :wink:


(yungwaterbottle) #18

+1 that idea about arming the mines.


(Szakalot) #19

it is latency, its not just about your ping; its also about the ping of the person who was shooting you.


(B_Montiel) #20

[quote=“RuleofBooKz;7249”]MINES
the actual mines are fine as mines but not that they are self arming - as it basically makes them persistent sticky nades in combat (as well as mines). To stop them being used as nades just make them have to be armed after deployment - so drop mine, stop and arm mine for say 2 secs then on your way. You couldnt do this while actually in combat which is the point! This will stop them being used as a nade
[/quote]

I’ve already said it in an other thread, but to me the ability to use mine during a fight is the only thing that allows you to play proxy on offense. I more than use the ability to drop a mine then shoot it. Without the option to make the mines explode on purpose or drop them in the middle of a fight, proxy will be become a pure defensive character that won’t be able to win 1vs2 (2 or more) fights. And people will definitely use those on objective choke points, which is way more lame. W:ET mine fields is something you should not be looking for.