I feel Sparks needs a nerf on her revive gun.


(avidCow) #21

The revive gun is meant to revive at range not to be taken into combat.

Splash Damage clearly disagree.

This thread is a bit embarrassing to be quite honest. Sparks is squishy and doesn’t have a good offensive weapon. OP just got played.


(Amerika) #22

[quote=“truthfulRipple;37450”][quote=“Amerika;37448”]

Aura has her station and also isn’t very competition viable. Same can be said about Proxy. Both are rarely use at the higher levels of competition because more experienced players with excellent aim quickly take away the speed advantage those classes possess.

Sparks is a fun class to play but she’s not very viable outside of a few situations and is definitely more of a liability overall than bringing another Sawbonez. [/quote]
This makes sense and I agree with most of this but people can still use the revive gun like this at any level of play and the higher the skill of the player the more success they are going to have in killing you with it.
[/quote]

I played Q3 at the highest of competitive levels and I was rather good with the rail gun. So I believe I would be a good judge of how viable it is overall. The revive gun can be used to snipe people but it’s an awful alternative compared to the consistency given by almost any other weapon in the game. She’s not a terrible class. She’s just not going to win a ton of match-ups and the revive at range is only situationally good. And her med packs will not keep a team up.

The gun is more annoying than viable. And her primary is just terrible.


(apricotStarling) #23

I’m glad to hear everyone’s side of the story of how it does a lot of damage but it’s hard to use. My only concern is that the damage should be Reduced so it doesn’t 1 shot I would like it to at least be a 2 shot headshot or a 3-4 Shot to the body.


(Viquel) #24

The revivr is OP in a world of people not gibbing, and people that let Sparks do her job. 99% of PUG-games are in that world, obviously they perceive her as insanely OP.

Maybe Phantom is already enough to stop Sparks staying back and sniping/reviving every second.


(cornJester) #25

That’s fine for a gun that doesn’t require any charge and doesn’t overheat. Lining up two perfect headshots in the limited seconds you have before overheat just isn’t viable on anyone below Fragger. Please, just use the tool before asking for nerfs.

Keep in mind that when it DOES overheat you cannot res anyone, so you just wasted some lives trying to get that two headshot kill.


(Amerika) #26

The revivr is OP in a world of people not gibbing, and people that let Sparks do her job. 99% of PUG-games are in that world, obviously they perceive her as insanely OP.

Maybe Phantom is already enough to stop Sparks staying back and sniping/reviving every second.
[/quote]

In my world everyone gets gibbed asap so that’s what I go off of. Sure, if inexperienced players let downed players get revived she’s going to feel much better than she is. And again, she’s not awful. She just has a much higher skill cap than most of the mercs in the game and there is definitely more consistent and possibly better alternatives in the game.


(Aazhyd) #27

That’s exactly what someone did to me yesterday. Two quick shots from the REVIVR, from quite a long way and poof, I was dead. She did that a couple of more times. Maybe the hacks were on, there are definitely more hackers than a couple of weeks ago.


(cornJester) #28

That’s exactly what someone did to me yesterday. Two quick shots from the REVIVR, from quite a long way and poof, I was dead. She did that a couple of more times. Maybe the hacks were on, there are definitely more hackers than a couple of weeks ago.

[/quote]

Okay, clearly they weren’t fully charged shots. If they reduced the damage so it took two fully charged shots for every merc is what I meant. Unless you were playing Fragger or Rhino you would have been out of action with one fully charged shot.

They shouldn’t raise the skill floor so high that only the most skilled players will do well with her offensively with the revivr.


(Aazhyd) #29

There’s a reason it’s called the revivr and not the executor.


(cornJester) #30

It does both. They designed it to do both from the start, revive and kill. They couldn’t name it both.


(Shananuga) #31

That’s exactly what someone did to me yesterday. Two quick shots from the REVIVR, from quite a long way and poof, I was dead. She did that a couple of more times. Maybe the hacks were on, there are definitely more hackers than a couple of weeks ago.

[/quote]

With sparks in free rotation right now i suggeest you and many others should go and try her out first before screaming “nerv”.

The thing is, if you snipe with your revive gun you have to neglect your support for your team because your gun is out of juice. And as soon as 2 people are focusing sparks she is 100% down.

I play her now for a week and i can count the intended hs on one hand ( + some luckshots)
the charging makes it horrible for longer fights and occasional sniping doesn’t make her op.
SInce her primary is actually a secondary you can already see that the revive gun is her primary for dmg too. Sparks on killing spree are just abusing people that dont use the terrain or just rush in without a plan.

why is the argument that skilled players will insta kill everyone easily viable for sparks but not vassilli? Hell, this argument can be used for every merc >.>

lets compare them a bit

sparks

med packs
revive gun
(charged body shot 60-80dmg, hs dead, occassionally gib) <- pls confirm I’m not 100% sure
80 hp
470 speed
primary: mashin pistol
secondary: pistol

Vassilli
heartbeat sensor
100 hp
420 speed
primary: sniper rifle <- some dmg data from vassili players pls, I have only vague numbers
(hs dead and gib, body shots?)
secondary: mashin pistol

Every merc has pro and cons and sparks only real pro is her stupid gun, Her speed is countered with her low hp and her packs are for self recovery mostly. Just remember, nerv her into the ground and you just reduce the number of viable medics


(Gi.Am) #32

Ok as always with a new free rotation. The problem is not the Merc in itself but Merc spam. The short version

  • a team of a single Merc is hard to come by because they amplify the strength of that Merc (i.e. long distance revive and damage).
  • in pub people quite often have unbalanced merc composition that makes it hard to counter a stacked team (especially one with a new Merc not everyone knows how to kill).
  • a balanced Merc composition will win against a stacked team because they have the tools to counter a stacked team and do everything else better.

A team full of Sparks is especially bad. They have zero closecombat advantages. Zero AOE damage. Are in general squishy as hell. And have a hard time repairing or getting a plant going and have low capabilities in protecting their objectives.

A Vassili should be one of the best counters against Sparks. He outclasses Sparks both with HP and range and his gibshots will deny revives. Scoping in takes less time than charging up. Which allowes a Vassili to stay mobile (unlike the Reviver that slows you down the whole charge up). Every sniperrifle will gibshot Sparks. and the bolt cycle is a non issue if you do what every vassili should be doing, diving in and out of cover (pro tip against spark stay a bit longer in cover and the chance is high that she overcharges).

That said Sparks is a squishy that can’t heal herself up, that well. So she is also a prime target for explosives incidently Nader is free. If everything else fails, force them into closecombat.


(PurpleNurple) #33

I think it’s mostly just an annoyance having to constantly be worried about her laser luckily dome shotting you when she can do it from the hip with great accuracy. I tried out Sparks for awhile and the on the move game style of ranged support is nice. The only nerf I’d even consider is reduce her damage with the revive gun by 1 so she doesn’t 1 hit dome shot Nader and Vasilli.


(RuleofBooKz) #34

2 things -

  • nerf the rez gun tho be creative about how its nerfed
  • fix the death and rez animations

(cornJester) #35

[quote=“RuleofBooKz;37489”]2 things -

  • nerf the rez gun tho be creative about how its nerfed
  • fix the death and rez animations[/quote]
    “Nerf it and be creative because I wont be with this suggestion. I wont even explain why or how you should so be creative for me.”

(RuleofBooKz) #36

ive waxed lyrical in like 3 other threads about how to nerf sparks / the rev gun - go read more of the forum b4 u try to act a wiseguy


(cornJester) #37

Sorry, that means nothing. If you’re going to make another post in a completely different thread asking for a nerf then you need to state your reasons. I’m not going to personally remember yours or every other username that complains about something, it’s not that important to me.


(Old Man) #38

I suspect you were faced by a pre-made team, working together on a TS/Vent.


(truthfulRipple) #39

I have played Sparks a couple times and the revive gun does take some time to get used to but not long. Finding a doorway and doing a quick shoulder peak and hitting someone for 60 damage then switching to your primary or secondary makes it an easy kill. This is the same with Vassili, peak around corner shoot then switch to sidearm. This seems a bit unfair since its easier to peak around the corner with no zoom and perfect accuracy from the hip than peaking while scoped or risking a no-scope.

Now in the recently added gamemode of Execution this really helps because Vassili’s gib makes him more viable than using the revive gun. I think this gamemode will slow down the use of the revive gun and help the game overall.

I’ve seen a lot of people say that she doesn’t have a dedicated primary weapon other than the revive gun. This is true but the machine pistols can easily compete with primaries within its range. If you’re getting headshots (Which you should at medium-high levels of play) then you can easily out shoot someone like Skyhammer at close to somewhat medium ranges. This game is based off of quick run and gun shooting so being close is no problem with someone of her speed.

This is an idea for a “fix”, this is not the only way this can be solved. I think that maybe if they make it so the further the shot the more damage. This will stop the quick peak like I mentioned earlier. And no I’m not saying it should do like 5 damage close up. I think 30-50 with a body shot close is fair and a x2 multiplier for headshots is also fair. This will keep her quick peak a playable strategy but not remove it from the game completely. Then the damage can increase after a certain distance to help her out a little more. This is up to debate and I want to see what you guys think about it.


(avidCow) #40

The peak requires a pre-charge which separates it completely from every other weapon type that can ‘peek’ front loaded damage. Your nerf is unnecessary.