How to extract Red-Eye from the useless bin


(WaffleMonster) #61

-Dreiss+Smoke=piece of godforsaken shit.
-Shotguns are very strong against Redeye.
-Redeye’s only use for smoke is to cover himself or his team from enemy fire.
-The above is negated with bombs.
-The spotter ability is shit as it doesn’t let players see what’s really going on, or gives no useful information whatsoever.[/quote]

In what way are shotguns stronger against redeye than any other merc?

The point that people seem to be missing with redeye is that his primary role is to kill. With the pdp in its current state, redeye has immense killing power. The smoke makes him almost impossible to counter other than by pulling another redeye. His smoke now takes a substantial amount of explosives to disperse and his cooldown for the smoke is so short that it’s a complete waste to use explosives on it.

I agree with Szakalot here, i think redeye is slightly overbuffed atm and imo the pdp needs a slight nerf.


(Lumi) #62

[quote=“JJMAJR;113857”][quote=“Lumi;113851”][quote=“JJMAJR;113844”]

Something like, if an enemy is spotted in Redeye’s smoke, they get a damage taken multiplier of x1.125 and a damage dealt multiplier of x8/9 or something similar. This would make Dreiss Redeyes less vulnerable to shotguns.[/quote]

On paper they sound like minor useful changes, but in practice, how is a new player going to be aware that while spotted in a smoke (those exact conditions) he/she will suffer more damage when shot. I mean it would be hard for even an experienced player to notice 12.55 increase in damage.

If some changes are implemented they need two things: to be visual and intuitive. [/quote]

Or, it could be right in the manual, and in the description of Redeye’s ability.

This game is supposed to be balanced at the high level anyways.[/quote]

Which manual? And how many players actually read the abilities of mercs they don’t own/play? That would not help I’m afraid.


(Lumi) #63

[quote=“Szakalot;113865”]

Spotting ability is amazing. If you know the map well, you can easily tell where exactly the opponent is. the icon’s moving speed also reveals how far the opponent is.[/quote]

Regarding the spotting distance, one needs to add that the spotted enemies show up on the mini-map. So that’ll tell how far the enemies are relative to you.


(Lumi) #64

I think that the Red-Eye buffs happened at the wrong place. Trying to increase his appeal in areas where it was already good just didn’t make sense.


(JJMAJR) #65

-Dreiss+Smoke=piece of godforsaken shit.
-Shotguns are very strong against Redeye.
-Redeye’s only use for smoke is to cover himself or his team from enemy fire.
-The above is negated with bombs.
-The spotter ability is shit as it doesn’t let players see what’s really going on, or gives no useful information whatsoever.[/quote]

In what way are shotguns stronger against redeye than any other merc?

The point that people seem to be missing with redeye is that his primary role is to kill. With the pdp in its current state, redeye has immense killing power. The smoke makes him almost impossible to counter other than by pulling another redeye. His smoke now takes a substantial amount of explosives to disperse and his cooldown for the smoke is so short that it’s a complete waste to use explosives on it.

I agree with Szakalot here, i think redeye is slightly overbuffed atm and imo the pdp needs a slight nerf.[/quote]
I still would like to see a distance integer whenever an enemy is spotted. It’s information that the high level players already have.

Go ahead, nerf the pdp because honestly, the Redeye’s main advantage right now is weaponry. See what happens, because the sniper rifle already received a nerf.

Redeye is viable in competitive, but he’s still only viable in a rush. And honestly, I’d doubt how valuable he is when in a balanced team.

And @Szakalot I play the Dreiss because that I like the idea of a recon merc using an assault rifle instead of the typical sniper. I like variety with my spotter classes, and I don’t like the fact that I have to sacrifice power for another way to play the game.

I love the Dreiss. It’s like playing with a realistically competent pistol. I owned with pistols in Ballistic, where the meta was no-recoil automatics that have 1000+DPS.

[quote=“Lumi;113873”][quote=“JJMAJR;113857”][quote=“Lumi;113851”][quote=“JJMAJR;113844”]

Something like, if an enemy is spotted in Redeye’s smoke, they get a damage taken multiplier of x1.125 and a damage dealt multiplier of x8/9 or something similar. This would make Dreiss Redeyes less vulnerable to shotguns.[/quote]

On paper they sound like minor useful changes, but in practice, how is a new player going to be aware that while spotted in a smoke (those exact conditions) he/she will suffer more damage when shot. I mean it would be hard for even an experienced player to notice 12.55 increase in damage.

If some changes are implemented they need two things: to be visual and intuitive. [/quote]

Or, it could be right in the manual, and in the description of Redeye’s ability.

This game is supposed to be balanced at the high level anyways.[/quote]

Which manual? And how many players actually read the abilities of mercs they don’t own/play? That would not help I’m afraid.[/quote]
The “manual” was a metaphor. I doubt that you heard of “it’s all in the manual” before.

High level players need to do their research. Also, the high level players would be the area where the game would be balanced around, so my point still stands.


(JJMAJR) #66

Well, actually I thought about something. What if the IR can detect footprints?


(bizarreRectangle) #67

@Szakalot What would be some ways to use the highly versatile smoke? I’m not kidding or being sarcastic.


(aRagRappy) #68

some of the other ways I’ve found to use smoke is to throw it at the enemy in a choke point that leads into an open area your team has good coverage of; Allowing you and your team to mow them down while they cant see when they try to move through it, or halting their rush if they play it safe and try to pick them off.

I use this in situations like the last point in underground when the bomb is planted and I put the smoke on the ramp leading to the pipe for the defenders so they cant poke over the wall and try to pick off people and they just have to go around or try to make a mad dash over the pipe but wont be protected by your smoke if you throw it far enough so its not on the pipe.

Throwing it in an enemy LoS but not directly on the path your team would take is usually better for securing objectives than just throwing it in the way since it doesn’t block your team’s view of the space they’re moving through, but still protects them.

Or on a vantage point the enemy is attacking from, especially if there’s an aura station, usually makes a push much weaker since they don’t have good covering fire and if they keep trying to fire through the smoke, you can just pick some of them off.