Hey Splash, a little stunt to pull in players, and why


(watsyurdeal) #1

So…when you guys decide to release Turtle, I think he should be a starter merc, as in free. And here’s why

  1. New players do not have an Engineer to start out with, which they kinda need since Engineers are just as vital to the team as a Medic.

  2. It’ll be a nice stunt to pull all those players you lost back, after you’ve made the changes to aim punch and turn speed, and the new anti cheat.

  3. Since he’s the only merc we’ve yet to see in any form, and judging by this video, I think it’s fair to assume his ability won’t be terribly strong, but to see him at his worst and best, is definitely a smart idea. With Phantom, a lot of people who called him op, didn’t actually play him till the rotation, after he was nerfed, and now we have people saying he’s underpowered, imagine that. I think if you’re worried about Turtle’s balance, having him be available to everyone of all skill levels from the start would allow the ideal stress test.

I can’t see any disadvantages to this other than nobody has to pay 10 bucks for a new merc, but considering that there’s plenty more where he came from coming up still, about 4 more mercs we haven’t seen yet, I think it’s a small sacrifice to make.

Anybody disagree with this idea?


(srswizard) #2

Well, I don’t think that something like this would convince or motivate these leavers to come back and stick with the game, for very long, anyway.
The free elite case/double exp weekends, and new patches do a pretty great job at pulling these players back in, to check what’s new.

I wouldn’t oppose having one free engineer merc, and I definitely wouldn’t oppose having them introduced in the tutorial, along with a detailed explanation for how fixing EVs and objectives work, considering how vital this information is for the gameplay.


(Mister__Wiggles) #3

Although I agree with new players not having a starting engi, I don’t think he should be free. maybe 30k credits would be fair enough. The thing is, with free rotation there is always a specialist available so it wouldn’t make much sense giving him for free, but Im a person that thinks the free rotation is a bad idea dressed up as a blessing. Although it gives new players chance to try certain mercs out it also encourages ‘merc spam’. Its a difficult topic because either side of the argument alienates a group of players which is bad, so yeah if someone has a better idea I would love to listen to it because its something I can’t rap my head around.


(B_Montiel) #4

I’m also for the always free engineer. They put one engineer free in every single free rotation (except at the open beta release, which was a terrible mistake from them), so better just turn one free 24/7.
Bushwacker would be a cool free addition since he’s a medium dude with smg, just in the middle of skyhammer and aura with little overlapping in terms of feeling with thoses two (except blishlok loadouts which people never play with as bushwacker).


(Grave_Knight) #5

Think Turtle should be the free Engineer Merc. If you think about his ability, it seems underwhelming at first till you figure out ways to utilize it (like cutting off easy access to routes).


(Fleshpound) #6

I agree about free engineer. But give earlier ones. Why?? They are easier to handle.

But do not give them Bushwhacker.


(bontsa) #7

As ya said OP, his ability initially doesn’t seem extremely strong, and even if very used in great abundance, it doesn’t feel to me that shields popping everywhere like mushrooms would be horrifying at all. Unlike waves of stickybombs blocking up the sun or turrets / mines hiding in every corner, staircase and cookie jar that would happen if any other Engineer was free. So yeah my vote goes for Turtle.


(Yes) #8

What video?


(Backuplight) #9

What video?[/quote]Scrubs trailer I imagine.


(Yes) #10

What video?[/quote]Scrubs trailer I imagine.
[/quote]
I don’t think that’s supposed to represent any gameplay, considering Nader killed Rhino with just one nade.


(Backuplight) #11

[quote=“Clown;69152”]I don’t think that’s supposed to represent any gameplay, considering Nader killed Rhino with just one nade.[/quote]Yeah, just as an overall representation. I think what Watsyurdeal means is just that putting up a wall isn’t exactly the most exciting or active of abilities, and won’t exactly turn the tide of a fight all by itself. He’d be a good free engie, though I don’t think it’ll happen that way. I’m eager to try the wall out, but he’ll probably get benched from my squad like most of the new releases do.


(Yes) #12

[quote=“Backuplight;69158”][quote=“Clown;69152”]I don’t think that’s supposed to represent any gameplay, considering Nader killed Rhino with just one nade.[/quote]Yeah, just as an overall representation. I think what Watsyurdeal means is just that putting up a wall isn’t exactly the most exciting or active of abilities, and won’t exactly turn the tide of a fight all by itself. He’d be a good free engie, though I don’t think it’ll happen that way. I’m eager to try the wall out, but he’ll probably get benched from my squad like most of the new releases do.

[/quote]
Yeah, that’s exactly why I want him the most. It will be interesting to see if you could put up a wall to block paths to objectives.


(Jostabeere) #13

I believe the company knows it much better how to get players than some player.


(CCP115) #14

How many times has the consumer been more reliable to know the consumer, than a supplier?

An idiot thinks like an idiot, a smart person can only observe and try. (Not calling consumers idiots, it’s just an example).

Wait, why did people leave? New anticheat is amazing, everyone complained about aimpunch, and turn speed has been reduced and removed heaps. That is just reason to stay, not leave. Maybe I read the thing wrong?

[quote="Clown;69160]
Yeah, that’s exactly why I want him the most. It will be interesting to see if you could put up a wall to block paths to objectives.[/quote]

I dunno bout you guys, but a wall? TO BLOCK OBJECTIVES? Seems pretty impressive to me. Could be that extra block to save you the match, pretty easily as well.


(MarsRover) #15

Bushwhacker - turrets everywhere
Proxy - mines everywhere & double the amount of bunnyhoppers with shotguns
Fletcher - harder to use, not really fit for beginners

I think Turtle is less annoying in hands of unexperienced players.


(Yes) #16

[quote=“extravagentBypass;69260”][quote="Clown;69160]
Yeah, that’s exactly why I want him the most. It will be interesting to see if you could put up a wall to block paths to objectives.[/quote]

I dunno bout you guys, but a wall? TO BLOCK OBJECTIVES? Seems pretty impressive to me. Could be that extra block to save you the match, pretty easily as well.[/quote]
Yeah, it sounds good. But if it has some sort of damage threshold or if it could be easily jumped over, it would likely suck. Again, that’s why I want him to come out the most, to see how effective his wall actually is.


(triteTongs) #17

Why not a double credit weekend and an elite case to pull in players?
Or a merc giveaway on a specific day?

But making a merc completely free as soon as he’s released is basically THROWING money away.


(Fleshpound) #18

Bushwhacker - turrets everywhere
Proxy - mines everywhere & double the amount of bunnyhoppers with shotguns
Fletcher - harder to use, not really fit for beginners

I think Turtle is less annoying in hands of unexperienced players.[/quote]

Every merc is annoying in hands of unexperienced and experienced.

And Turtle will be like Bushwhacker type of annoyingness.


(Lumi) #19

I’ve said many times that the way to fix rotations is to implement a rotation merc limit into games like so:

-if you own a merc that is on rotation the following conditions don’t apply to you! In effect that merc is not a rotation merc to you, but if you don’t own that merc the following conditions apply:
-one can only take a maximum of two rotation mercs at once in one’s trio of mercs to use
-if you want to play a merc that is on rotation you will have to request a playing spot (this happens simply by pressing the corresponding F1, F2, F3 key before spawning)
-playing spots are set to 2 per rotation mercs of each kind
-If there is a free spot you get to spawn with the rotation merc if not you join the request queue
-You can only be in one queue at a time
-If you’re playing a rotation merc, die and nobody is in the request queue for that merc you get to respawn with that merc or switch if you prefer
-If the request queue has one or more players in it, you have to switch to another merc and leave you spot for the next one in queue
-When the first one in a request queue dies they spawn as their requested merc if there is a free spot or have to wait until someone occupying the spots dies.

Note that if for instance Nader is on rotation and the two spots are full, but you own Nader you can join as third or fourth Nader, since no restrictions apply to you.

I think this would mitigate all rotation related issues while allowing people to still test the rotation mercs in a fair manner.


(Yes) #20

As long as the wall doesn’t shoot, it won’t be.