[quote=“gg2ez;110704”][quote=“sneak;110699”][quote=“gg2ez;110698”][list=1]
[] I’m not experienced enough with Fletcher to discuss.
[] “Too much defense and offense” can be obliterated with explosives, which alot of mercs use - Rhino’s Mini-Gun spin up sound is like a giant “hit me” sign. His Mini-Gun’s spread is crazy and suffers huge damage falloff. Doesn’t matter whether or not you think the maps aren’t big, point is he’s slower than all other mercs, making him an easier-to-track target.
[] You can only spam so much with the Grenade Launcher. There’s a limit of 5 Nades and they regen at a reasonable rate - they also have a nice amount of detonation time that lets you get a comfortable distance away. When you’re playing against even half-decent players, spamming M1 doesn’t get you jack sht. Martyrdom has a detonation time of 2 seconds (maybe it was 3?).
[] lmao.
[] This character wouldn’t “benefit” from any of those, that’s the point of a nerf. Stoker’s Molotov is a debatable subject right now, but seeing as a majority of the community is happy with it, I’m OK with it too. It’s pretty clear cut where not to go when you’re fighting Stoker, especially when there’s a brightly coloured smatter of flames on the ground that says “I’m dangerous”, that plus the buggy nature of the fire currently.
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Actually I often kill Rhinos with proxy mines. I love my proxy.
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I thought Marty was instant, never played the merc.
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What’s funny?
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He would benefit in a sense that he would be balanced like most of the characters in the game.[/quote]
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Why are you complaining then? He’s EZ kills for lot’s of mercs.
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Yep, Marty has a fuse time 
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The fact that you think Vasilli’s HP is a problem in close range. His arsenal is best suited to long range fights - his Mac. Pistol is the the only reliable equipment he has for close range and it’s nowhere near as good as any other close-mid ranged guns. To put it simply, his HP is OK for being up close, but his weapons are not.
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Stoker is already pretty balanced IMO. Flames are hard to predict (and super buggy), and the cooldown is pretty hefty.
I think you can get Sticky Bombs off you by killing the Fletcher that put them there. [/quote]
I tested Marty in offline mode and it’s a 1 second (if that) timer after hitting the activate key. Well yeah, that’s my point about Vasili. He’s still not the BEST CHOICE for close quarters combat but when it comes down to it I think he has too much health. When he’s at range he also has too much health because I’ll sit there nailing his head over and over and he’ll just go get health, but he only needs 1 hit on me to kill me.
People do mostly play these, along with some others. I’m almost level 9 so obviously I’ve been in quite a few games (41 hours of gameplay).
[quote=“Faraleth;110742”]Fletcher - He has one of the highest skill ceilings in the game to play effectively. Slow travel time and detonation delay means you have to very carefully aim and time the throws, else they will be fairly useless. They also have a VERY small blast radius compared to Nader and Fragger’s nades.
Rhino - If you are trying to go 1v1 against a Rhino in a tight corridor, you’re asking for trouble. Trying picking him off from a distance, or use strategy to get around him (such as utilizing explosives or going 2v1 - he can’t shoot 2 of you at once). Several headshots and Rhino’s die very fast, and he can’t move fast at all when using the mini-gun, so you should be able to DPS him down fast from a short distance with headshots.
Nader - If you get blown up by Martyrdom, that’s your own fault. A long-jump is enough for you to jump away in time and you won’t take any damage - the skill even has an arming delay like her grenades. If the enemy team is foolish enough to crowd up together in a tight space and stand there while a Nader unloads her entire mag of nades, then… Again, they are just asking for trouble, lol.
Vassili - He has 100hp. The only characters below him are Sparks, Aura, Kira and Proxy. He’s also marginally slower than Phoenix who is also a 100hp character. He has almost no survivability at close range, which often results in him resorting to his revolver or machine-pistol, which are significantly worse than an assault class’s rifles and higher HP count of 120 or 150. If someone playing an assault is losing to a Vassili like this, the Vassili simply played much better and the kill was deserved.
Stoker - His molotov is a 40 second cooldown. While it might be good damage, it will be a long time until he can use it again. Skyhammer is in pretty much the same position as Stoker right now, as they are pretty similar in terms of weaponry, stats and performance. Skyhammer’s air-strike is arguably MORE powerful than Stoker’s molotov, in spite of it’s longer cooldown, due to both indoor and outdoor usage and incredibly high damage.
I’m surprised of all the mercs, you didn’t mention Fragger or Skyhammer to be OP.
Thankfully, pretty much all the mercs are in a good place right now - none of them need major overhauls, but there could still be some more tweaks here-and-there to help some of them out. :)[/quote]
Fletcher - I’ve already taken into consideration the skill ceiling. Whenever I see them it seems way too easy for them to just lob random sticky nades and stick them on enemy players, which is why I made that statement about being too easy.
Rhino - I use explosives (mainly proxy mines) and jump on walls and get around him quickly when close. Sometimes you don’t have the choice because it’s too late to escape and kill at a range. I’ve dealt several headshots to Rhinos and feel they don’t die fast enough (because of too much HP).
Nader - It’s not my own fault for getting blown up if the radius of explosion is too large to begin with. It would mean there is balancing necessary to make it a fair character. This was my whole premise to begin with. Saying that something “is the way it is” so it “has to be your fault” doesn’t remove the original concern of merc balance.
Vassili - Are there armor values or something then? It seems like he doesn’t take very much damage compared to other classes.
Stoker - Alright, 40 second cooldown changes the outlook on stoker’s molotov but the problem is the combined powers of the molotov, damage output and high HP. The package deal is what we have to look at here when discussing balance. You can’t just isolate one aspect of a merc and claim that they’re just fine how they are based on that one thing. Players have a chance to get out of the way of airstrikes, the fire nades instantly send a mass damage mass radius fire where thrown. In a tiny area this is especially noticeable.
When playing against skyhammer and fragger I never got this feeling a single time. All of these opinions are based on playing against the characters. People always claim you need to play a character before judging it’s balance but this isn’t true. Sure, it’s helpful, but you can judge their relative power just by having knowledge on how they work and playing against them. You compare them to other mercs and get an understanding after several incidents of what it’s like to play against them. I have no way of playing these besides those console commands and some of them don’t work with that and I also can’t play online, defeating some of the purpose. Since I’ve mostly wasted my credits on chests and since I’ve started the Proxy rotation has been on, I haven’t been able to test alot of these yet in online play. Maybe things will change in my head in the future. I think the next rotation is on Wednesday, right?