How do you feel about the time to kill?


(Rosskii) #41

I watched Rhino with healing station in a stream on twitch. He killed everyone noone could touch him. Seemed unfair and actually annoyed me to watch it, which is why I mentioned reducing his health recovery time. Thought it might make it more fair.

My point of view comes from the concept that i want this community to grow, if someone has a really bad experience they might give up the game early on. So removing any ridiculous OP situations can only help.

Sparks is more annoying than snipers because snipers are slow, sparks can spam a cheap shot and run away. its feels lame to me when that happens.

My new way to get rhino when im proxy is throw a mine at him and shoot it. Been working out ok for me so far.


(Yes) #42

I watched Rhino with healing station in a stream on twitch. He killed everyone noone could touch him. Seemed unfair and actually annoyed me to watch it, which is why I mentioned reducing his health recovery time. Thought it might make it more fair.[/quote]

That’s why you, or someone on your team, uses Fragger, Nader or Fletcher or you just don’t mindlessly charge the Rhino.


(Supa) #43

I feel like it is perfect as it is. The amount of bullets it takes to gib is another thing though. I feel like it should be just a teeny-tiny bit easier to gib downed enemies.


(MarsRover) #44

I only feel that way when there’s a good Sparks on the opposing team.


(Rosskii) #45

What, like 2 more to the head? “the double tap!!” hehe


(Lumi) #46

I only feel that way when there’s a good Sparks on the opposing team.[/quote]

Why? A sparks full charged revivr shot is the same as a vasilli sniping, or almost the same. Don’t know why she is a problem but he isn’t.


(MarsRover) #47

I only feel that way when there’s a good Sparks on the opposing team.[/quote]

Why? A sparks full charged revivr shot is the same as a vasilli sniping, or almost the same. Don’t know why she is a problem but he isn’t.[/quote]

I was talking about reviving :slight_smile: A prepared Sparks can revive before you can gib even if you still have bullets in current mag and immediately ADS to gib. Or even worse - you start gibbing, Sparks revives, and at that exact moment you run out of bullets so you miss the post revive gib window :angry:

With other medics that’s not a problem. The sniping thing can be limited if needed with some changes to REVIVR battery charge etc. I’m not an expert here so I won’t propose anything.


(Lumi) #48

@MarsRover

Ok, now I get it. Yeah reviving can be annoying.

I do main sparks quite often and I must say that the revivr gun could be changed in two ways.

First, the quick succession shots are too OP in my opinion. Because charging the shots turns it into Vassili’s Felix rifle, while quick shots resemble the PDP. This is another classic, best of two worlds situation just as Nader’s grenades exploding long range on merc contact but always ricochet from walls, no matter the distance. I’m a fervent either or partisan and that means that Sparks should have a minimum charge for shooting. Under that charge simply nothing would come out. That would impose a maximum fire-rate that the revir gun doesn’t have. It should resemble more of a bullet in the chamber kind of thing like the bolt action sniper rifles have.

Second, I believe that at least with sparks revives, the after revive gibbing window should be increased by half a second. Otherwise you’re right sparks insta-revives are a pain, but then again Sparks should always be target number one from all the available mercs. At least since I know how dangerous she can be.


(kopyright) #49

Too fast on me, not fast enough on my enemies.


(Rosskii) #50

I agree Lumi on all of that, I wonder if limiting the revived persons health when they get back up would solve it? On all medics really. That would mean if they get back up you could still finish them off if you focus them. I think there is an Augment that gives an extra % of HP to revived people, that might also be making the issue worse? Maybe that HP should be given more slower, instead of instant?


(LDNGraphics) #51

Feels fine for me.


(Lumi) #52

That wouldn’t really influence a thing since after that gibbing window the revived people also get an invincibility shield. That’s the real issue.


(RyePanda) #53

Surprise shotgun headshots which kill everyone but Rhino. Shouldn’t be a thing imo.

[/quote]

And they also have limited range and an average fire rate of 0.700-0.633 miliseconds, plenty of time to kill someone if they miss. They are high risk high reward, and that’s fine.[/quote]

Pretty sure you meant seconds instead of milliseconds. because that would be firing a shot once every .0007 seconds. I’m fine with the TTK. It feels right for this game. Slow enough so you can react, fast enough where surprising enemies can still be devastating.


(watsyurdeal) #54

Surprise shotgun headshots which kill everyone but Rhino. Shouldn’t be a thing imo.

[/quote]

And they also have limited range and an average fire rate of 0.700-0.633 miliseconds, plenty of time to kill someone if they miss. They are high risk high reward, and that’s fine.[/quote]

Pretty sure you meant seconds instead of milliseconds. because that would be firing a shot once every .0007 seconds. I’m fine with the TTK. It feels right for this game. Slow enough so you can react, fast enough where surprising enemies can still be devastating.[/quote]

Yea I did, my bad XD


(SiegeFace) #55

Needs a bit of tweaking since parity for health is not there with the variety of mercs available but almost…so close to being perfect.