Kira design issue


(Ths9) #1

Kira at the current state is one mess of a merc. Why? Let’s go through.

Kira has 90 hp and Proxy’s speed. Yet her playstyle is supposedly design for mid range combat. Kira can’t rush enemies and shotgun/smg blitz like the other fast classes. If Kira were to try and rush, she would just end up sprawling on the floor dead. This is because her burst rifles were designed to engage at a very specific range, a range which Kira still can’t fight as effectively. SMGs and full autos from Skyhammers and Fraggers will always win Kira at her range. This is because Kira has the low health of the rusher classes, and her burst rifle. What’s wrong with her burst rifle?

Kira’s STARK AR and BR-16 both suffer from the same issue:
-High recoil means your burst at mid range onwards only have 1 out of 3 bullets hitting the enemy.
-Low clip at 24/27. Even when you manage to kill someone, you will need to reload as you probably run out of bullets by then.
-Long reload times. This isnt even counting the bug that sometimes Kira will reload twice for whatever reason.
-Damage is not justifying the negatives at mid range onwards.

The problem here, is that Kira pretty much loses in a straight out gun fight at all ranges.

Close range- Kira has more difficulty killing as other guns have a much easier time. Shotguns instakill kira(she has 90hp), SMGs fire faster than burst rifles(understandable since SMGs are supposedly for CQB), skyhammers and fraggers win Kira as they have more HP than her and their guns have larger clips.

Mid range- Supposed to be Kira’s range, BUT— SMG spray and pray will still win burst rifle(Kira’s low HP is not helping at all), Skyhammers/Fraggers CAN be killed by Kira’s burst rifles, but Kira has to fire FIRST, and even then most of the time if you arent scoring headshots 60% of the shots skyhammers just turn around and spray you dead).

Long range- Damage drop off causes Kira’s rifles to end up dealing so little damage per hit, coupled with her high recoil, if you can take out an enemy at this range it is probably because they are careless.

Then we have Kira’s laser, which is only effective in Chapel. 1 out of 5 maps in the game. Of course you can say that Kira’s laser can be used on objectives such as in Underground etc, but truth is, the design of the maps make it very hard for Kira to call in her laser, and lets not forget she has to expose her 90HP frame for a full cast duration on very hot spots if she wants to use her laser in these maps. The next open area? Trainyard. Awe in wonder as Kira tries to call in her laser, only for her casting to be canceled halfway by uneven ground, traintracks, and generally just getting shot from her failed laser attempts. The walls and height elevations ensure that kira will not be able to easily move her laser unless she actually runs the long mile into enemy territory. The other half of the time is Kira’s lasers getting stuck on ceilings and roofs and generally refusing to move.

Now I really do not understand what the devs want with Kira, she is a subpar slayer that is only effective when you can sneak up behind an enemy at point blank range and empty your rounds into their heads. Her ability is useless indoors, which is 70% of most battles. Her health and speed combo is meant for rusher classes which have weapons that allow them to play mobile. Kira, on the other hand is a Skyhammer which has to contend with Proxy’s HP.

There is a reason why nobody buys Kira.

Vassili- One hit kill sniper, everyone wants that.
Rhino- Pretty much a game changer. (Do note as well that Kira is the only class in the game which cant fight a Rhino in 1v1, short of calling her laser down, pop firing will not work with Kira’s HP).
Skyhammer- Good all round slayer.
Fragger- Instakill frags that are hard to escape from, good health, full auto.
Aura- Godmode station activate.
Sparks- Revive allies without being seen.
Fletcher- Sticky bombs are damaging.
Sawbonez- Rusher class with a defib(Not as wanted as other classes, but still more survivable than Kira)
Bushwhacker, Proxy- Engineer classes, their abilities get kills.
Kira- Cannon fodder to ensure that the egoistic players have their K/D ratios at high levels. (When playing other classes I never have problems fighting other Kiras, Kiras pretty much die all the time)

All in all, Kira has some really weird design issues. It is like the devs took attributes from rushers and mid range assaults and just mashed them together, then threw Kira out.


(Temporary) #2

I disagree with almost your entire post, Kira is fantastic! Her weapons work well regardless of range, her orbital laser works exceptionally well on all maps (besides underground) and she provides unlimited ammo which is even more handy now that they have moved quite a few of the ammo boxes.

Don’t believe me? Look @ the following Chapel & [url=“http://steamcommunity.com/sharedfiles/filedetails/?id=450701864”]Trainyard (I regrettably don’t have the screen shots for the other maps cuz I’m @ work and they havent been uploaded yet)


(Gi.Am) #3

Yeah sorry but you are wrong with pretty much everything.

  • Speed is not only useful to get in range. It is great to get out of range aswell. It also makes dodging bullets and getting into flanking positions easier.
  • the burstrifles have rather low recoil and more importantly don’t get inaccurate over time. If you prefer longrange battles over midrange dominance I would recommend the Dreiss tho.
  • Laser and Maps her laser is usefull on all Maps Trainyard, Chapel, Bridge, Terminal (first objective) she has alsmost complete map coverage. And she can put pressure on key locations in Terminal (second objective) Underground.

Kira is pretty much a faster version of Arty. Skyhammer is indeed a well rounded Merc that is useful at all ranges but Kira (and Arty) are better in some situations (and thats longrange) while being overall harder to use (higher skillcap).


(CCP115) #4

[quote=“Gi.Am;33826”]Yeah sorry but you are wrong with pretty much everything.

  • Speed is not only useful to get in range. It is great to get out of range aswell. It also makes dodging bullets and getting into flanking positions easier.
  • the burstrifles have rather low recoil and more importantly don’t get inaccurate over time. If you prefer longrange battles over midrange dominance I would recommend the Dreiss tho.
  • Laser and Maps her laser is usefull on all Maps Trainyard, Chapel, Bridge, Terminal (first objective) she has alsmost complete map coverage. And she can put pressure on key locations in Terminal (second objective) Underground.

Kira is pretty much a faster version of Arty. Skyhammer is indeed a well rounded Merc that is useful at all ranges but Kira (and Arty) are better in some situations (and thats longrange) while being overall harder to use (higher skillcap).[/quote]

I agree with what you said, except:

-Arty sucks right now
-Skyhammer has a surprisingly high skill level, mainly focused around correct usage of airstrike. It is effective against skrubs, but against advanced players, it’s almost useless, unless you go super sneaky, and do some good throws with his marker.


(Mr-Penguin) #5

As a Kira main, I have to say that, like others in this thread, Kira is not totally useless. Her combination of speed and mid-ranged weaponry is a very odd combination that is difficult to get used to, but proves to be a boon later on. At medium range, her rifles, with good aim, will win gunfights against automatics and SMGs, and even in close quarters her speed aids in avoiding bullets and a quick death.

As for the bread and butter of Kira’s arsenal, her laser is incredibly effective in clearing out campers and entrenched enemies in all maps (except Underground, of course) and eliminating EV escorters. Her ammo station is generally more reliable in supporting pushes than Skyhammer and Arty’s ammo packs, as well as being an excellent supplier of support XP if you put it at spawn.

TLDR: Kira is a lot better than the OP made it out to be.


(Fate_6) #6

Kira is hilariously good on defense. She can also go on offense pretty well with her speed


(scrub_lord) #7

Her hitbox is so small and coupled with her mobility makes her pretty hard to hit even at longer ranges.


(Terminal_6) #8

You have to be creative with the laser to avoid exposing yourself. My best example is when defending the first objective on Trainyard. You can designate the laser from spawn and then target it toward the other side of the map (looking under the bridge) and wipe out anyone trying to plant in the process.
There’s a bunch of other ways to do similar things.
However, I have to concede that resetting the laser designation when it goes over steps or train tracks is beyond annoying.