Javelin. Right so I think that her intended use is not really viable. However, the use of ambushing and 1v1 cheesing is still too good. Splash damage has only worsened the problem. At least she was good at doing other things than 1v1 cheesing at release. Here is how I think you should at least start to fix this.
part 1) Stopping 1v1 cheesing
change 1) Increase the time taken to pull out the rocket launcher by 0.15s-0.25s (I would suggest starting small and slowly increasing this change slowly but SD at the end of the day choose.
change 2) If Javelin has had her rocket launcher out for less than 0.35s (easier to type and implement than 0.33 reoccurring XD), the rocket launcher should take an extra 0.5s to charge. To communicate this, I would suggest that the rocket launcher’s displays (where blue) should show as red for these 0.35s and stay red for the charge if it is being extended. After the 0.35s or after then end of the extended charge, the red displays should revert back to the blue displays.
change 3) for the first 8m of flight, the rocket will deal less damage in a lesser area of effect. These are the stats I suggest:
splash spread: 3.2m
damage in the spread: 100 (will deal 100 damage with no drop off for 1m (will always deal 100 damage if you are less than 1m from the rocket’s landing place) and between 1m and 3.2m it will drop from 100 to 0 damage
direct hit damage: 120
(to make sure Javelin dies to this still, Javelin should take 5X damage from her own rocket launcher)
Change 1 is to make it harder to pull the rocket out when under gun fire and change two is to generate a similar effect. Change 1 and 2 are designed to stop 1v1 cheesing and to give players, who are targeted up close, time to react. They also force a Javelin player to predict the exact moment that she needs to fire a rocket. It also means that Javelin players can’t pull out rockets mid fire fight. Change 3 is to lesser the strength of the up close rocket to a dramatic extent. It should also allow people to not get insta-killed with no reaction time.
part 2) (Increasing Javelin’s support role)
change 1) Remove the one second delay between A friendly stepping into the ammo generator’s area of effect and receiving the first tick of ammo. This should also allow Javelin to top up teammates without having to stand still.
change 2) The first tick of ammo from the ammo generator (at 0s after entering the ammo generator’s area of effect) should give 1/3 of a magazine (preferring to round down). The second tick of ammo from the ammo generator (at 1s after entering the ammo generator’s area of effect) should give 2/3 of a magazine (preferring to round up). The third tick of ammo from the ammo generator (at 2s after entering the ammo generator’s area of effect) should give 1 full magazine. The fourth tick from the ammo generator (at 3s after entering the ammo generator’s area of effect) should full refill the rest of the player’s ammo.
change 3) Increased ammo generator area of effect by 0.5m
change 4) ammo reach should increase the radius by 35%
change 5) added 2X multiplier to equipment
changes 1,3 and 4 are to allow her to top up a little bit better
as people don’t really stick too close to a Javelin for too long. Change 2 is to allow Javelin to not have to stay still and support better. It also gives 1 mag over 1 second instead of 1 half of a magazine over a second. Change 5 is to allow her to 1 shot Turtle’s shield when the Turtle player has the steady augment.
part 3) (Increasing Javelin’s potential against objectives)
Change 1) added multiplier to objectives of 2X.
reasoning: it simply allows Javelin to 2 shot the ev and deal more damage to secondary objectives.
part 4) (Increasing Javelin’s potential to use her rocket at a reasonable distance)
change 1) after the 8m weakening distance, the rocket launcher should be more effective.
1.1) added inner effect
splash spread radius: 2m
damage in splash spread: 320
(all damage is flat. This means that if you are within 2m, you will take full damage no matter what (other than augments) and will not drop damage until 2m)
from 2m to 2.75m, The rocket’s damage will drop from 320 to 235
1.2) added outer effect:
splash spread radius: 4m
damage in splash spread: 235
(again all damage is flat)
from 4m to 4.5m, The rocket’s damage will drop from 235 to 0
Change 2) Damage from the rocket should not be blocked by players, equipment, small objects on the ground or any object with collision. The player will take damage as well as players behind them taking damage (if within the area of effect).
change 1 is to make her a little bit more effective at range. whereas change 2 is in the game and isn’t a useful balance feature it’s just annoying. I have had times where one person changing position has blocked damage to multiple players that would AND SHOULD have died without this.
part 5) (making her self ammo generator a little bit better)
This part is a little bit different as I’m going to give this to you straight. I have no idea what to do here. People are so conflicted on this topic. some people think that the self ammo system is fine but others hate it. I think it is a bit messed up that a fire support merc can run out of ammo very often. I only run out of ammo with Javelin just a little bit less often than I do with Fragger. The two way I see of fixing this are:
- give Javelin a spare magazine by default (effectively give her the spares augment by default). with this system I would like to see Javelin get 10% of a magazine per ammo tick given to a team mate.
- Just give her infinite ammo. would it really make her op? not really. would it make a difference when you consider the other fire support merc basically have infinite ammo? no. This is the method I prefer but some hate (I just want to add to this as many people have asked ‘would I make it so she has to reload?’. Yes I would. It makes sense that she should. This would make Javelin overpowered in this respect.
Please let me know what you think of these changes. would you change the amount or % change or add some new stuff? are you opposed to some or all of my changes? if so, why?