Merc Change Wishlist


(Shinywindow) #1

There’s a lot of threads about “fixing” certain characters, so I thought I’d make a thread to compress all that info into a handy dandy place for healthy critique.


Rules:

  • Put down one thing you want changed about a Merc and why.
  • Reply with what you personally think does/doesn’t work then list your own changes.

Example:
User 1
Phantom: His Cloak cooldown is dictated by his performance. Removing deployables, finishing players, assisting your team etc lowers/resets Cloak cooldown time.

This gives players an incentive to play Phantom tactically, rewarding them with the valuable safety of a Cloak for strategic thinking during Dirty Bomb’s hectic gameplay.

User 2
This is great because it’ll make players value his guns and prevent a lot of reckless melee play. However, Augments with Bomb Squad would be too good to pass up for Phantom (letting him easily find deployables to destroy for a quick Cloak)

Rhino: His Minigun deals less damage but has the ability to parry most oncoming enemy fire.

Although ridiculous, this will allow Rhino to not be reliant on medics, cover his team for either a solid push or defense, and be played more often.


(Dr_Plantboss) #2

Bushwhacker:

His turret is too weak to survive. even if placed sneakily, it will only last one spawnwave. The killed players will then take it down mercilessly, and it’s far to unreliable to be moved every 20 seconds.

Buff his turret’s HP to 90 (from 80), increase the speed at which the turret locks on, and make the turret have a 360° lock on area. This will make his turret have [slightly] increased survivability, plus the ability to affect a larger area effectively. It will add value to putting a turret somewhere other than a secluded corner.

I said “turret” too much didn’t I?


(DirtyDav) #3

[quote=“Dr_Plantboss;c-215571”]Bushwhacker:

His turret is too weak to survive. even if placed sneakily, it will only last one spawnwave. The killed players will then take it down mercilessly, and it’s far to unreliable to be moved every 20 seconds.

Buff his turret’s HP to 90 (from 80), increase the speed at which the turret locks on, and make the turret have a 360° lock on area. This will make his turret have [slightly] increased survivability, plus the ability to affect a larger area effectively. It will add value to putting a turret somewhere other than a secluded corner.

I said “turret” too much didn’t I?

It definitely needs an hp buff, it definitely needs to lockon faster, and it should be able to lockon 360 imo. Improvements, but I’m personally in favor of a more complete overhaul.


(RyePanda) #4

[quote=“Dr_Plantboss;c-215571”]Bushwhacker:

His turret is too weak to survive. even if placed sneakily, it will only last one spawnwave. The killed players will then take it down mercilessly, and it’s far to unreliable to be moved every 20 seconds.

Buff his turret’s HP to 90 (from 80), increase the speed at which the turret locks on, and make the turret have a 360° lock on area. This will make his turret have [slightly] increased survivability, plus the ability to affect a larger area effectively. It will add value to putting a turret somewhere other than a secluded corner.

I said “turret” too much didn’t I?

I believe the turret’s HP is around 120. I could be wrong though.


(JJMAJR) #5

Bushwhacker:
Turret HP should be buffed.
The turret should recognize spotted enemies through walls and have faster rotation time. In exchange the reaction speed could be larger (1.2 seconds) against enemies that aren’t spotted.
Bushwhacker should be rewarded for good accuracy by making the turret aim for headshots more when out of his last 10 fired shots 5 or greater are headshots.
Finally Bushwhacker should have access to information regarding both his accuracy rating and the amount of health his turret has.

Redeye:
Redeye should have penalties for taking damage. For example he shouldn’t be using his IR goggles if he is below 30, 60, or 90 HP, and smoke grenades only recharge while Redeye is at full health unless someone else reduces his cooldown in some form.

Thunder:
Thunder and Fragger are way too similar to each other. I don’t think anything could be done to them without making one of them obsolete or part of the meta.

Aimee:
Debilitation could be reworked to be on another ability or as a passive. She could also have the EMP dart as well because her general idea (build, weapons, and ability) is defensive, ergo she needs something offensive to balance it out.

Rhino:
Make him a recon or objective specialist. All he needs is one offensive ability. He took accounting, so maybe he could punish ability spammers (Vassili, Redeye, most offensive mercs and even assaults) with some kind of “naughty list”, where he spots enemies (for a time, Rhino is inactive while doing this) that can’t use an ability due to it being on cooldown. (A.K.A. “engaged in unnecessary expenses”.) But hey it’s December so…

That pretty much makes Rhino’s ties and education in business become more than just background information.

[spoiler]Phantom/Fletcher are going to remain as they are because I don’t trust the developers enough to implement the right changes, or even care.

Phantom to them is their little joke, as he was considered overpowered when he had the ability to tank air strikes, sniper shots, and take down a combat class with burst damage and high DPS. This was nearly uncounterable unless running a high speed/shotgun character, or Proxy (whose mines could counter the damn cloak [forces Phantom to drop it or lose a lot of EHP] and therefore made Proxy actually useful defensively, better than Bushwhacker even), which is not that great for a game where you’re only allowed 3 options in a squad.

They nerfed Phantom because that he’s very strong when not running the proper counter to him. They buffed him in a way that forces everything that’s already shit or unplayable into the ground with two exceptions: Vassili and Aura. Both are incredibly fucking strong and both needed some kind of nerf. Unfortunately a good player of either wouldn’t care about Phantom because their team isn’t supposed to let him get close enough to cause damage, or the deployable should be far enough out of reach.

I feel that offensive engineers like Fletcher are just way too versatile, but I wouldn’t be surprised for him to stay that way. I’m not going any further lest I start rumors without solid evidence or truth, but this shit is ruining the game. [/spoiler]


(Noir) #6

I would not play Bushwacker at all if he had no access to Kek. The turret feels under-powered. A well placed one can be annoying or delay ennemy rush, but it’s way to easy to take down.
I mostly use it to cross fire, or to trap (place it, and make enemies go into it).

Small HP buff and 360º lock on sounds great.


(Szakalot) #7

360 lock is a bad idea, seems like a nerf to the turret. 360 turret placement (and not just facing away from you) would be a much better solution


(Herr_Hanz) #8

no need for 360 turret placing, but being able to shift the direction the turret is pointed at while planting like in TF2 will be nice.

FIX THE FUCKING MK46. AND GET RID OF THE STARK ON THUNDER. everybody is talking about Thunder being OP, which causes SD to not buff the MK46. get rid of the stark so the MK46 can finally have its buff.


(GatoCommodore) #9

[quote=“Herr_Hanz;c-215644”]no need for 360 turret placing, but being able to shift the direction the turret is pointed at while planting like in TF2 will be nice.

FIX THE @$!# MK46. AND GET RID OF THE STARK ON THUNDER. everybody is talking about Thunder being OP, which causes SD to not buff the MK46. get rid of the stark so the MK46 can finally have its buff.[/quote]

get rid of the stark and put in BR-16

get rid of cancer and get tumor.

i prefer giving thunder SMG-9 since the capacity making it micro mk46


(hoyes) #10

They wouldn’t get rid of the stark, since some people ‘payed’ to get it. The only thing that can be done is nerf it, which imo is much much easier, and will effect all mercs that have access to it.

SD hates mk46 obviously, since when they buffed thunder they didn’t even touch it.

Jk about the hate thing.


(Your worst knifemare.) #11

-Give mines less range, balence it out with mabye some type of detection or debilitation.

-Seperate Phantoms EMP from his cloak.

-Make it so Thunder can’t bang himself or enemies that are a mile away from the nades explosion.


(frostyvampire) #12

Aura:
-Decrease health station health to 75
This will make it easier to destroy and allow sniper rifles, shotguns and heavy melee attacks instantly destroy it with a single hit
-Health stations won’t remove debuff effect from SNITCH
Aura won’t be an OP counter to Aimee anymore because simply placing a health station under a SNITCH to completely neutralize it won’t work anymore

Aimee:
-Since SNITCH is a camera, it should give more intel than HB sensor and IR Goggles. Which includes: deployables in range (the deployable icon in it’s location, such as the heart icon in the location of an HB sensor) and players in range (their nametag and health)
-Increase SNITCH range by 25%
This along with the Aura nerf will make Aimee a lot more viable and she will feel nicer to play with

-Another thing to add: change the way damage rounds. Example: FEL-IX bodyshot on a debuffed target does 98.75 damage, it should do 99 damage but instead it does 98 for some reason. Please fix it to do 99

Vassili:
-Give Vassili the +100 spotted assist xp whenever an enemy in the HB sensor radius dies
It sucks that you only get the xp 50% of the time because it spots people by beats and not passively like SNITCH and IR Goggles

Proxy:
-Disabled mines (ones that haven’t yet armed or ones that got EMP’d) will have 50% explosive radius
Reduce the usefulness of the “plop mine and shoot”
Another solution is to remove her from the game, that would probably be a better choice

Nader:
-Reduce spamming usefulness (maybe slower fire rate or something)
-Martydrom will cost 1 grenade to execute. If you used all your nades and they are on cooldown, you won’t be able to use the ability
I don’t think I need to explain the spam.
You will actually have to think before randomly suiciding because it will also punish you by losing 1 grenade and not only lose the revive from a medic.

-Bonus: add a +80 combat xp reward for a Martydrom bait: If Nader uses Marty, all enemy players within a radius of ~8 meters of her (and take under 20 damage from the explosion) will get the bonus xp. Making it more rewarding than finishing her because you also make her waste a grenade.
Note: The xp will only be rewarded if no teammates takes over 20 damage from the explosion

Thunder:
-Add a maximum range in which concussion grenades can flash you
Avoid random flashes that come out of nowhere and you have 0% chance to avoid

Redeye:
-Make him pretty visible through smoke while using IR Goggles. Perhaps a red light coming from his eye or something
He is too much to handle while behind a smoke. You can’t see him at all and a good Redeye will just get 2 headshots on you easily and kill you. It’s even more annoying if there are multiple Redeyes in a team

Edited


(hoyes) #13

[quote=“FrostyVampire;c-215952”]Aura:
-Health stations shouldn’t heal you if you’ve taken damage in the past second.
It makes her really annoying because of how fast the station heals. It’s basically the same as Zenyatta ult where only insta kill (like a sniper headshot) or insanely high dps will kill you (like landing 15 headshots in a row)
and also, with this change SNITCH won’t become useless when Aura places a health station in SNITCH’s area because the 1 damage from SNITCH will block healing for 1 second and no healing means the debuff is not removed and after this 1 second, the SNITCH will damage you again

Aimee:
-Since SNITCH is a camera, it should give more intel than HB sensor and IR Goggles. Which includes: deployables in range (the deployable icon in it’s location, such as the heart icon in the location of an HB sensor) and players in range (their nametag and health)
This along with the Aura nerf will make Aimee a lot more viable and she will feel nicer to play with

-Small bonus: change the way damage rounds. Example: FEL-IX bodyshot on a debuffed target does 98.75 damage, it should do 99 damage but instead it does 98 for some reason

Vassili:
-Decrease health to 100
He is already superior to the other snipers because he has MoA and machine pistols.

-Small bonus: give Vassili the +100 spotted assist xp whenever an enemy in the HB sensor radius dies. It sucks that you only get the xp 50% of the time because it spots people by beats and not passively like SNITCH and IR Goggles

Proxy:
-Disabled mines (ones that haven’t yet armed or ones that got EMP’d) will have 50% explosive radius
Reduce the usefulness of the “plop mine and shoot”
Another solution is to remove her from the game, that would probably be a better choice

Nader:
-Reduce spamming usefulness
I don’t think I need to explain

Thunder:
-Add a maximum range in which concussion grenades can flash you
Avoid random flashes that come out of nowhere and you have 0% chance to avoid

Redeye:
-Make him pretty visible through smoke while using IR Goggles. Perhaps a red light coming from his eye or something
He is too much to handle while behind a smoke. You can’t see him at all and a good Redeye will just get 2 headshots on you easily and kill you[/quote]

I feel that the only the Thunder’s change is warranted here, and i appreciate that Aimee needs a slight buff but i think that nerfing vassili and giving her more intel than him would make her the better choice. I think Aimee needs a larger vertical range on the snitch, making it harder to spot. Damage rounding up is a good idea for a buff though.

Redeye has fragger as a clear cut counter since the recent nerf, so I think he is fine.Aura is fine, she has loads of counters, i.e. skyhammer and arty.
Nader does not need a nerf, yes she is spammy, but her nades do very little damage so it is fine.Proxy needs no changes really, people just annoyed because they can’t kill a proxy XD.


(Brycko) #14

Thunder: - Increase Timer on Concussion Grenade. Right now its barely possible to throw one into a room full of enemies without flashing oneself, and if you miss, you’ve wasted a free conc.

  • Increase length of concussion sound. It’s really short, which means when somebody get concussed, they can still use surround sound to locate and destroy an incoming Thunder.

or:

  • Maybe separate conc and flashbang into two seperate grenades. Conc effect is really powerful but is always overshadowed by the flashbang effect. Enemies who don’t get flashed can still get concussed in a two wave attack. Cooldown timers would need to be increased to compensate.

Sparks and Sawbonez; Increase healthpack hitbox. As it is it’s really difficult to hit or pickup a healthpack on the ground, meaning healthpack medics basically need to hit people directly. Its weird having to aim to drop a medpack.

Everything else has already been pretty much mentioned.


(DirtyDav) #15

[quote=“Jokder;c-216014”][quote=“FrostyVampire;c-215952”]Aura:
-Health stations shouldn’t heal you if you’ve taken damage in the past second.
It makes her really annoying because of how fast the station heals. It’s basically the same as Zenyatta ult where only insta kill (like a sniper headshot) or insanely high dps will kill you (like landing 15 headshots in a row)
and also, with this change SNITCH won’t become useless when Aura places a health station in SNITCH’s area because the 1 damage from SNITCH will block healing for 1 second and no healing means the debuff is not removed and after this 1 second, the SNITCH will damage you again

Aimee:
-Since SNITCH is a camera, it should give more intel than HB sensor and IR Goggles. Which includes: deployables in range (the deployable icon in it’s location, such as the heart icon in the location of an HB sensor) and players in range (their nametag and health)
This along with the Aura nerf will make Aimee a lot more viable and she will feel nicer to play with

-Small bonus: change the way damage rounds. Example: FEL-IX bodyshot on a debuffed target does 98.75 damage, it should do 99 damage but instead it does 98 for some reason

Vassili:
-Decrease health to 100
He is already superior to the other snipers because he has MoA and machine pistols.

-Small bonus: give Vassili the +100 spotted assist xp whenever an enemy in the HB sensor radius dies. It sucks that you only get the xp 50% of the time because it spots people by beats and not passively like SNITCH and IR Goggles

Proxy:
-Disabled mines (ones that haven’t yet armed or ones that got EMP’d) will have 50% explosive radius
Reduce the usefulness of the “plop mine and shoot”
Another solution is to remove her from the game, that would probably be a better choice

Nader:
-Reduce spamming usefulness
I don’t think I need to explain

Thunder:
-Add a maximum range in which concussion grenades can flash you
Avoid random flashes that come out of nowhere and you have 0% chance to avoid

Redeye:
-Make him pretty visible through smoke while using IR Goggles. Perhaps a red light coming from his eye or something
He is too much to handle while behind a smoke. You can’t see him at all and a good Redeye will just get 2 headshots on you easily and kill you[/quote]
Nader does not need a nerf, yes she is spammy, but her nades do very little damage so it is fine.Proxy needs no changes really, people just annoyed because they can’t kill a proxy XD.[/quote]

I mean, nades one hit all the female mercs (except nader), so not low damage. And as for proxy, the mines are broken. I don’t have a problem with killing her, it’s that I have a problem with her dropping a mine out right in front of me and shooting it before I can land 4 headshots on her. And that’s not the only way they’re broken, but I’ve rambled about it too much in other threads already, won’t bother here…


(ENDgie) #16

That would be nice, would allow turrets to be in more hidden corners (this wouldn’t be op relatively because mines can be put in even harder to hit corners to deny area, or places requiring jump-shots) or to fit db’s style more they could give bushwhacker as a secondary ability the TFC’s engeer’s ability to rotate the direction the turret is pointing by a certain amount of degrees (like 90 or 180) after it’s planted.


(frostyvampire) #17

@rascallyInroad
Actually I think a simple change of the turret always facing towards you when placed (like it does in Overwatch) will be enough. The advanced rotations are not really needed in a game like Dirty Bomb because it’s a fast placed game and it will be just a waste of time to the already slow devs

[spoiler]I’m not complaining about the devs being slow or making fun of them. I’m just stating a fact and every small thing they change might delay the release of future updates (Dockyard and Turtle plox)[/spoiler]


(ENDgie) #18

[quote=“FrostyVampire;c-216114”]@rascallyInroad
Actually I think a simple change of the turret always facing towards you when placed (like it does in Overwatch) will be enough. The advanced rotations are not really needed in a game like Dirty Bomb because it’s a fast placed game and it will be just a waste of time to the already slow devs

[spoiler]I’m not complaining about the devs being slow or making fun of them. I’m just stating a fact and every small thing they change might delay the release of future updates (Dockyard and Turtle plox)[/spoiler][/quote]

The speed and fit with db is why I mentioned that the rotate could be his secondary ability (he only has one atm) so no need for menus or taking extra time to plant, just hit your ability as you run from your turret. Also in OW the turret faces away like in db, and if it did face toward you that would have disadvantage of putting it on ledges etc.


(FalseLumpy) #19

Proxy: Mines aren’t triggered by crouching opponents, plus Frosty’s suggestion to reduce the blast radius of EMP disabled mines.


(hoyes) #20

Hmm, I suppose this would actually be pretty good if the mines were better at being mines. If I wanted to change proxy, which I really don’t (other than fixing that annoying bug were the mines make no noise/too little noise to notice them compared to explosions happening around them), I would make it so the beeps are louder but much less common, pretty much like one beep every 5 seconds, but make it so before a mine is armed it it only does 50% of its damage OR it has half of its radius.

I would also increase the damage of the mines to 200 and buff Rhino slightly in some other way. Perhaps a increase to movement speed when using the minigun…idk something minor.

SO these changes would work like this:

If you do a pizza delivery you will get 100dmg over a large radius, capable of killing a lot of mercs unless you are playing with unshakeable and aren’t aura or sparks.
If you use the mines as how they are intended you will get a couple more kills than you used to, since Rhino can now get killed by them and they are harder to spot, but have the counter of crouch walking, as @FalseProphetLumpy said, and EMP’d mines either reducing blast radius or even better take 50% of their damage.

This would make the mines more powerful as mines, slowing down a push due to you having to crouch around them, or just outright killing people. It would also make them less powerful at pizza delivery, but still good enough to make a difference and not affect her viability too
much.

OR WE COULD JUST LEAVE HER AS SHE IS