Short list of current content that I think conflicts the most with general balance/consistency. These are just some of my suggestions on how they can be balanced better to provide a more consistent feeling across all mercs, weapons, abilities.
Merc/Archetype
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[li]Fragger, Thunder, Rhino all have a higher vulnerability to headshot damage (2.2-2.5x).[/li][/ul]
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[li]Rhino can equip an assault rifle or shotgun as a main weapon.[/li][/ul]
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[li]Nader Martydom releases a barrage of 4 grenades in separate directions that deal 25 damage per hit.[/li][/ul]
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[li]Redeye smoke vision reveals his red-eye dot through smoke.[/li][/ul]
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[li]Phoenix has an additional revive tool ‘life transfer’ which allows him to instantly revive all players in a small AoE, but incapacitates him. Hp of revived players is based on tool charge time with a max of 70 hp.[/li][/ul]
Weapon
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[li]K121 - increased vertical recoil overall, and increased view kick from incoming damage.[/li][/ul]
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[li]Auto Snipers – Piercing damage through the body is reduced by 50%. [/li][/ul]
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[li]Buckshot Shotguns - 20% movement speed bonus, quadratic damage multiplier based on pellets hit; 6, 8, 12, 18, 26, 36, 48, 62. Causes increased view kick on opponents.[/li][/ul]
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[li]Slug Shotguns - 20% movement speed bonus, piercing damage, headshot multiplier. 60dmg hs, 30bs. Causes increased view kick on opponents.[/li][/ul]
Ability
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[li]Minigun - very high, but predictable recoil on both axis. Standing still decreases spread significantly.[/li][/ul]
- [li]Grenade Launcher – direct hits deal a max of 100 damage with 2x radius, normal hits deal a max of 40 damage with 1x radius. Alt fire ‘air burst’ triggers active grenades. [/li]
- [li]Frag grenade/Conc grenade- alt fire will cause the grenade to drop without bouncing. Grenade AoE is reduced the longer it has been cooked.[/li]
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[li]Smoke grenade – alt fire will allow you to leak smoke from the canister, concealing redeye and spreading it along his path of travel.[/li][/ul]
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[li]Airstrike marker- alt fire allows the airstrike marker to be used as a cluster grenade, dealing damage more horizontally.[/li][/ul]
- [li]Molotov – Primary fire causes moderate damage over time (20dmg/s) and additionally sets opponents on fire (-5hp/s max stack 4s). Alt fire sets the Molotov to trigger after a few seconds after landing, dealing high instant base damage (60dmg) in a reduced AoE and putting full burning stacks on those afflicted. [/li]
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[li]Proximity mine – Mines are invisible, but emit loud beeps. Mines deal 45 base damage and a 3s speed debuff. [/li][/ul]
- [li]Turret – Turrets have faster lock-on times, deal reduced damage, and apply a speed debuff per hit.[/li]
- [li]Sticky mines – Sticky mines will stick to players when they come in close enough proximity. Once attached a player can remove them with a 3s interaction. There is a 3s arming time for stick mines before they can be triggered. Sticky mines deal 35 damage each and a 3s vision debuff.[/li]
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[li]Healing station – Constant regen at 5hp/s, every 6s the station releases a healing wave that regens 60hp over 4s.[/li][/ul]
