Feedback on Redeye.


(moonlitAbility) #41

[quote=“ShoNailo;63620”]
The ONLY suggestions I have is a small one: His secondary weapon. Consider an auto-pistol to give him some better close-range options. Right now his pistols are all just worse versions of his primary. You’d rarely use them unless your primary is out of ammo. I personally like to have options, and being rewarded for choosing the right tool for the job. Right now, it doesn’t feel like RedEye’s secondaries provide anything but a weak closer to an ammo-intensive encounter. [/quote]

I feel like he is intended to be melee oriented in close quarters. he has 120 hp. he has a new weapon, the kukri, and most/all of his kukri loadouts have quick draw on them to switch to it faster. Almost all of the non kukri loadouts have either melee damage or attack speed buffs, include one with both, as far as I know the only such loadout in the game. He also has knife specific taunts. I feel like people are underestimating his melee potential. Ive gotten the 10 melee kill badge multiple times with the g41 loadout


(TheOrangePhantome) #42

To be honnest i see Red Eye as Vassili who doesn’t have the heartbeat sensor and instead he spys everythin with his little eye and has smokes to block off coridors escape with then and snipe people through them.

And i cant complain about him cause i can deal with him with the class he’s suposed to counter even thoe he can counter phantom pretty well. I haven’t played him thoe so cant give feedback on him.


(Aazhyd) #43

Ok, so Redeye has an abysmally low ammo capacity already and people think it should be even lower? WTF?


(K1X455) #44

[quote=“Aazhyd;63941”]Ok, so Redeye has an abysmally low ammo capacity already and people think it should be even lower? WTF?
[/quote]

What I meant was low magazine capacity to about 6 for PDP-70.

Anyway, even after Phantom’s nerf, I still prefer Phantom over Redeye.


(CCP115) #45

[quote=“Jaeger;62820”]I’m fairly satisfied with Red-Eye, I just wish his augments were a bit more interesting. Pineapple Juggler and Try Hard to name a few, I’d love to see those go away.

As for Red-Eye himself, I like his general playstyle in the game, suits me quite nice. He’s definetly a strong merc and I predict that he can become a bit stompy in pubs but on the other hand he requires quite the skill for it to happen. A misplaced smoke is considerably damaging for the friendly team and while his rifle is powerful, it’s not easy to use.
I’ve seen my fair share of Red-Eyes that have failed miserably and some that have done exceptionally well and that’s where I base my thoughts on really.

Someone mentioned it before, but Red-Eye is kind of like a double-edged sword. He can be either a great ally to your team, or an enemy on your team.[/quote]

Quite the high skill ceiling merc, would be devastating in comp play if played right, but then again, so would a lot of things.

To address your augment concerns, I think it’s something like this:

-Very powerful default gun
-Very powerful (potentially) ability
-Two abilities, while most people sort of have either one big ability or two mediocre abilities, Redeye has two relatively powerful abilities.

To balance this, devs probably looked at his augments. I have seen his cards, and boy do those augments suck.


(Indefinite) #46

[quote=“extravagentBypass;63958”]
-Very powerful default gun
-Very powerful (potentially) ability
-Two abilities, while most people sort of have either one big ability or two mediocre abilities, Redeye has two relatively powerful abilities.

To balance this, devs probably looked at his augments. I have seen his cards, and boy do those augments suck.[/quote]
Similarly, Kira has two moderately potent Abilities, and her cards Augments also suck massive four-letter-expletive.

I’ll weigh-in on Redeye after I get some more time with him.


(VincentRJaeger) #47

[quote=“extravagentBypass;63958”][quote=“Jaeger;62820”]I’m fairly satisfied with Red-Eye, I just wish his augments were a bit more interesting. Pineapple Juggler and Try Hard to name a few, I’d love to see those go away.

As for Red-Eye himself, I like his general playstyle in the game, suits me quite nice. He’s definetly a strong merc and I predict that he can become a bit stompy in pubs but on the other hand he requires quite the skill for it to happen. A misplaced smoke is considerably damaging for the friendly team and while his rifle is powerful, it’s not easy to use.
I’ve seen my fair share of Red-Eyes that have failed miserably and some that have done exceptionally well and that’s where I base my thoughts on really.

Someone mentioned it before, but Red-Eye is kind of like a double-edged sword. He can be either a great ally to your team, or an enemy on your team.[/quote]

Quite the high skill ceiling merc, would be devastating in comp play if played right, but then again, so would a lot of things.

To address your augment concerns, I think it’s something like this:

-Very powerful default gun
-Very powerful (potentially) ability
-Two abilities, while most people sort of have either one big ability or two mediocre abilities, Redeye has two relatively powerful abilities.

To balance this, devs probably looked at his augments. I have seen his cards, and boy do those augments suck.[/quote]

I suppose it could be like that. Did consider that it might be because of his general power that is balanced by augments. - Still, Pineapple Juggler sucks at it’s current state and there are definetly other augments out there that can be useful without making him overpowered.


(newfangledKeeper) #48

And that pretty much tells you what you need to know about this guy.


(moonlitAbility) #49

I’m clearly in the minority of thinking his augments (on most of his cards) do not suck. almost every loadout buffs his melee in some way. i play him like crocodile dundee. throw smoke where your enemy is, jump in and knife those fools to death. his augments are the only thing buffing his CQC viability IMO. i think every loadout has either chopper, melee speed, and/or quick draw on it.

considering the poor CQC viability of his primaries, and his poor secondaries (not MPs or revolvers like vasilli), you’d think more people would welcome that. I do. but then again I love introducting people to my business associate, Mr. Cut cut


(titaniumCrouton) #50

[quote=“moonlitAbility;64248”]I’m clearly in the minority of thinking his augments (on most of his cards) do not suck. almost every loadout buffs his melee in some way. i play him like crocodile dundee. throw smoke where your enemy is, jump in and knife those fools to death. his augments are the only thing buffing his CQC viability IMO. i think every loadout has either chopper, melee speed, and/or quick draw on it.

considering the poor CQC viability of his primaries, and his poor secondaries (not MPs or revolvers like vasilli), you’d think more people would welcome that. I do. but then again I love introducting people to my business associate, Mr. Cut cut[/quote]

Interesting line of thought. I would share it but they ruined melee so I can’t.


(Koyotea) #51

I’m actually happy where he is. I usually play Proxy & Bushwhacker with Nader & Kira as backup. And I rarely had the need to play Kira until Redeye came out, now I have a legit reason other than being anti-sniper & anti-EV. Mid-range just became deadlier, making it more fast paced.


(avidCow) #52

[quote=“moonlitAbility;63650”][quote=“ShoNailo;63620”]
The ONLY suggestions I have is a small one: His secondary weapon. Consider an auto-pistol to give him some better close-range options. Right now his pistols are all just worse versions of his primary. You’d rarely use them unless your primary is out of ammo. I personally like to have options, and being rewarded for choosing the right tool for the job. Right now, it doesn’t feel like RedEye’s secondaries provide anything but a weak closer to an ammo-intensive encounter. [/quote]

I feel like he is intended to be melee oriented in close quarters. he has 120 hp. he has a new weapon, the kukri, and most/all of his kukri loadouts have quick draw on them to switch to it faster. Almost all of the non kukri loadouts have either melee damage or attack speed buffs, include one with both, as far as I know the only such loadout in the game. He also has knife specific taunts. I feel like people are underestimating his melee potential. Ive gotten the 10 melee kill badge multiple times with the g41 loadout[/quote]

This would be more viable if the Kukri didn’t have garbage range. There’s something wrong with it at the moment.


(AirborneAsian) #53

I bought Red Eye and instantly regretted him. He’s bad enough already.


(Gi.Am) #54

[quote=“avidCow;64570”][quote=“moonlitAbility;63650”][quote=“ShoNailo;63620”]
The ONLY suggestions I have is a small one: His secondary weapon. Consider an auto-pistol to give him some better close-range options. Right now his pistols are all just worse versions of his primary. You’d rarely use them unless your primary is out of ammo. I personally like to have options, and being rewarded for choosing the right tool for the job. Right now, it doesn’t feel like RedEye’s secondaries provide anything but a weak closer to an ammo-intensive encounter. [/quote]

I feel like he is intended to be melee oriented in close quarters. he has 120 hp. he has a new weapon, the kukri, and most/all of his kukri loadouts have quick draw on them to switch to it faster. Almost all of the non kukri loadouts have either melee damage or attack speed buffs, include one with both, as far as I know the only such loadout in the game. He also has knife specific taunts. I feel like people are underestimating his melee potential. Ive gotten the 10 melee kill badge multiple times with the g41 loadout[/quote]

This would be more viable if the Kukri didn’t have garbage range. There’s something wrong with it at the moment.[/quote]

The range isn’t so bad actually (sure fast swing could maybe use a slight buff). The thing with the kukri is that it is off center.
The fast swing comes from above and hits to the upper right of your crosshair, while the heavy swing comes from below and lands in the lower right. because of that it can happen that you don’t hit someone even tho your crosshair is on them.

The interesting thing is both are curved swings that seem to start sooner than other weapons. I managed several hits, against players that run past me (my right side), hitting them when they were just outside of my view.

Overall I like red eye, while good aim is certainly important to make him shine.
He is the recon, that is the least aim dependend. Making him still useful for his team even if killing is not your forte.


(K1X455) #55

Sorry for the necro, but coming back to this thread. Players seem to realize how team unfriendly is Redeye’s ability. There’s not a lot of augments that will compliment his ability to obscure the enemy’s vision because doing so will also deprive his team members the necessary vision to be effective. And the only possible redeeming I can think of is that his thermal vision should last 20% longer than the duration of his smoke.


(Amerika) #56

I put in some serious hours last night with him and I found that the smoke, when used right, could be quite good for your team. But you have to be intelligent enough to know where to throw it. Also, using IR sparingly to mark players from time to time was more effective than trying to use smoke + IR in a lot of situations. Blocking off key sight lines like by the stairs near where the EV parks on Chapel and the stairs on Railyard on the first objective is pretty good. Also, covering somebody trying to turn the objective in, plant or defuse is quite good. I found myself saving my smoke for those situations and using IR for marking more than anything else.

My opinion of him and the Grandeur has went up a bit. I’m not 100% sold yet but I’m going to put in more time and figure things out a bit more.

See this post for a bit more information - http://forums.dirtybomb.nexon.net/discussion/comment/89084/#Comment_89084


(gg2ez) #57

[quote=“Amerika;89093”]I put in some serious hours last night with him and I found that the smoke, when used right, could be quite good for your team. But you have to be intelligent enough to know where to throw it. Also, using IR sparingly to mark players from time to time was more effective than trying to use smoke + IR in a lot of situations. Blocking off key sight lines like by the stairs near where the EV parks on Chapel and the stairs on Railyard on the first objective is pretty good. Also, covering somebody trying to turn the objective in, plant or defuse is quite good. I found myself saving my smoke for those situations and using IR for marking more than anything else.

My opinion of him and the Grandeur has went up a bit. I’m not 100% sold yet but I’m going to put in more time and figure things out a bit more.

See this post for a bit more information - http://forums.dirtybomb.nexon.net/discussion/comment/89084/#Comment_89084[/quote]

I thought it was a pretty good gameplay overall but now I’m kinda torn between getting him or not getting him due to my (still abysmal) aim.


(Amerika) #58

I think he is definitely high skill ceiling in regards to his ability uses and using any of his weapons. So I wouldn’t purchase on a whim if you aren’t swimming in credits.


(watsyurdeal) #59

Imo, my only real gripe with the Grandeur is the sights, and the hipfire, the first accuracy of it.

I feel like the first shot accuracy should be good enough to hit a Vasilli from the MG by the ammo box, to the MG in the building on Chapel, basically the length of that street.

Why?

Because the second and third shot after that are incredibly inaccurate due to the massive spread increase per shot. The bloom is crazy high, and you have to actually have good control to make good use of the gun. Imo, that first shot should dead on whether you’re in a room or down the street.

The sights can’t really be fixed until they add a tech sight to every single gun like I proposed in the general discussion.


(K1X455) #60

That’s the gameplay with Redeye. Activity masking. I’ve tried it, but as soon as opposition see’s smoke, It doesn’t take long to get their serious interest in the area and it attracts area effect skills (air, artillery, orbital, GL from Nader, Frag from Fragger). It doesn’t take long for the opposing team to know what’s going on so as soon as a visual indicator is there on the objective, it becomes their cue to apply their skill. Still, the thermal vision is Redeye’s best compliment to the team; specially when there’s another player playing him on the opposite side.

The Grandeur SR definitely needs medium sights; not as high magnification as Vassili’s sights on FEL-IX, MOA or PDP, but not as bad as the sights on Stark AR.