The K121 needed that buff, it’s hipfire was shit.
Fine Tuning Update - Feb 2016
She used to be long range. Now she cant go too far away, or she will revive with 0,0000001 (ok maybe a little bit more), so now she is meant as short range medic [/quote]
Had to disagree due to having no evidence as to what the revivr falloff is. The nerf for MPs make me more convinced the revivr is her primary weapon. While I do feel she’s been nerfed pretty hard, and in the wrong area when in comes to reviving fall off, i don’t think she’ll be useless, and we cant make a judgement until its been at least a few days with some solid time with her under belt.
I am of the persuasion that all mercs should have reliable killing power, from fragger to sparks. I am annoyed that this no longer seems to be the case, as sparks seems to need a bodyguard at all times now. and after i decided to buy her instead of Nader
It’s still one of the most powerful weapons in the game and is available to a brokenly OP fatass.
“Reduced direct hit Molotov Grenade explosive damage to 35 (from 50)”
Don’t you have to fix the grenade NOT DAMAGING PEOPLE AT ALL, ANYWAYS, before nerfing this?
SD seem to possess the talent to nerf every merc I just bought. Which one should I buy next? Accepting offers now.
[quote=“Haki;148269”]Also where is Sparks niche now? I always thought she was supposed to stand far away from the battle, picking up her teammates while getting a few picks with her snipey revive gun.
Now she has a damage drop off that denies her sniping ability but you also revive for less health at range? it seems like a weird fix for me.[/quote]
A few picks ? A FEW PICKS ? YOU CALL THE USUAL K/D BY ROUND (something like 30+/-10) OF ALMOST EVERY SPARKS MAINERS THE RESULT OF “A FEW PICKS” !!! (on lvl 10+ stopwatch, it’s ALWAYS the case)
Give me a break. The revive gun was OP. It is not anymore. Sparks is still able to 135 dmg HS with no ADS and revive for 130 hp in a handful of seconds within a 18m range, which is EXCELLENT and USEFUL and STRONG. Sparks is not dead. Sparks is not OP anymore. END OF DEBATE.
Now reduce Thunder’s size/hitbox a bit and he comes closer to be balanced. IMO.
It’s still one of the most powerful weapons in the game and is available to a brokenly OP fatass.[/quote]
Doesn’t mean a damn thing if you can’t hit due to high bloom and random recoil.
The K 121 merely had a initial accuracy nerf reverted from a previous patch.
Meaning your tapfire is rewarded more but spraying and praying with it is still gonna screw you over.
And Fragger is far from broken, being good at combat and nothing else != overpowered. And him losing a grenade in favor of a faster recharge increased his skill floor, so in other words, you have to actually be good with your nades to get the most out of him, there’s no second try if you fail with the first.
Also, no fixes for Flinch? Because being able to get 3 headshots, and 2 body shots on someone, and ONE BULLET out of their THREE ROUND BURST of their BR, or ONE Dreiss hit, NONE OF WHICH ARE HEADSHOTS ON YOU, magically make you start missing your perfect tracked shots on someone at a 1 hit kill?
Please, just fix flinch. Just fix it. Seriously.
Ok so at Chapel, from one doors to other with FULL charge it revives with 75 hp (tried on bushwacker). So falloff is HUGE, Im scared of last part of Chapel, how much will it revive across all that area.
I’m not a sparks fan nor have I ever been, but I am always a medic at some point. With that in mind, Im against these continual nerfs to her. Sparks is becoming nearly eclipsed by other medics short of circumstantial distance revives. As her offense is taken away & healing is weakened via her gun, something needs to sway players towards using her over aura or Sawbonez.
Perhaps the approach towards her revivr Should instead be reoriented towards fixing an issue that seems to be what sparks and medics inadvertently make the most advantage of - the damage threshold needed to take out ‘killed’ opponents.
While removing the gibs from explosives was a step in right direction, the damage threshold for downed players is still high enough that players must spend notable amount of time in a fast paced game to make a downed player out. One hit Melee kills feel natural, but to shoot a half clip at distance to eliminate someone you’ve downed can be ‘gamey’ in that players focus too much attention on someone they’ve already killed. This is before factoring in some medic is around the corner spam reviving.
Instead of nerfing a cool merc idea, lower the damage threshold of “dead” players by enough that it statistically lowers the number of targets for a rightfully strong ability. Other medics have better healing abilities, so this change would promote a greater focus on their respective strengths to keep players alive while still allowing Sparks revivr to shine in its primary role and this retain a unique place on the team.
Red Eye PDP / Smoke + Thermal vision is like a cancer … Nothing about this ?
Spark fall off is clearly not enough … Nerf her to the ground! This merc just broke the game !
Why was their a nerf to Vassili originally anyways? He didn’t need any nerfs or buffs except maybe a 2nd augment.
He was fine the way he was and most of the community agrees that the jumpshotting nerf was unnecessary and has hindered him even more.
If it ain’t broke, don’t fix it!
Things I hate:
Of all the changes I am mostly disappointed from nerfs to burst rifles. I am biased I know. I love them ^^
Increasing recoil might bring additional challenge which is not that bad, but still. I am really curios to test them out now.
Also Kira’s nerf on speed why?? Nobody was really complaining about that.
Buffing Vassili’s health does not make any sense. Like at all. He needs completely different treatment around accuracy jump shots. Not this.
Why increase bullet size for PDP? The damage should have been nerfed. That gun is super OP if in hands of more seasoned player.
Things I like:
Buffing phoenix’s healing pulse
Buffing blish
Buffing hochfiiiir
edit: Where is our god damn “buy multiple cases” feature? Such a simple thing and still missing O_o
BR-16 nerf makes me sad.
[quote=“RazielWarmonic;24045”][center][b]
Kira
- Reduced Kira’s movement speed by ~2% to a maximum sprint speed of 8.8m/s (from 9.0m/s)
Sparks
[list][*]Amount of revive health provided by the REVIVR now gradually reduces over distance, matching the damage falloff[/list][/quote]Boooooooo.
RIP.