The hate for Juan is misplaced. It’s not Juan, it’s the botherer
Allow the botherer to be used with Ivan, carlito, or Tree, or any HW-type toon, and we’d see them used just as often as Juan (Ivan would likely be king actually)
I put this in another thread, but here are my thoughts on why this is and a proposed simple fix:
http://forums.warchest.com/showthread.php/35811-The-Sniping-Gameplay-Update-Suggestion-for-better-game-balance-and-diversity
The fix is a simple one. The damage should be reduced
With the game using tiles and limited movement, the weapons have 4 major characteristics:
- range
- damage
- SP cost
- energy cost
SP and energy cost seems about right, the SP cost affects deployment variety, and energy costs is nicely balanced in relation to other weapons and in how many times a LW, MW, or HW can fire
But the thing about range is that it’s harder to get close (and stay close) than it is to fire from a distance. Much harder.
All the other weapons have a trade off in damage vs range. The closer you get, the more damage you do (pistols, SMG, shotguns, HMG), and the ultimate example of this dynamic is of course melee weapons being the most damaging in the game,as they should be (I know rifles have a penalty when closer but it’s not drastic or hard to overcome, only requiring to move a tile or two away to get full potential). Shotguns are the worst weapons in the game in practice (cost too much SP for their worth, and the Hamjack costs too much energy)
But snipers have this relationship reversed, in that they have BOTH damage and range. The botherer, fryer, and even the Otto are too strong (HSR is balanced by the excessive energy cost and SP cost investment necessitating weaker weapon be used with other team mates)
The HSR is balanced by those 2 factors being extreme, but the same formula shouldn’t be applied to all of them (making the sniper class universally bad, an extreme change)
Just tone down the sniper damage. Make it’s defining advantage characteristic over other weapons be RANGE, but range only, not range AND damage.