Feedback posts from the Nexon forums:
Originally posted by Scarhand:
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Yes, very unique weapon that handles pretty well.
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Weapon is fun, medpacks just feel like sawbones’ but I don’t think enemies can pick up his but can pick up hers. I like enemies being able to pick them up.
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Seems to be competing with phoenix for the combat medic role in a way.
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The gun is absolutely most effective when just tapping the fire button rapidly rather than charging and firing (except for initial shot). I actually like this though, but I don’t know if that is how it was intended. It is interesting to have a highly effective first fire and then have to play it almost pistol like after that despite being a primary, very unique. I would suggest nerfing the initial damage slightly though, since it as a “semi-auto” gun is a little bit stronger than the other medics with the fact that ammo isn’t a problem (and is a massive problem with phoenix, making him pretty useless as a combat medic despite that being his role).
Also the gun seems to be having issues with hitting the head. Direct fire into the head from directly in front of the enemy may only do body damage and doing the exact same thing afterwards might give head damage (testing damage at full charge). Is there a lot of invisible spread? I haven’t noticed this with other weapons, but it could be possible.
Originally posted by S0und:
Tip for Spark:
If you are holding the weapon full charged for more then X seconds, after that you take XX% of damage every second. There must be a HUGE penalty for playing Snipermedic.
Originally posted by FireWorks:
If you charge the weapon and drop a med pack, the weapon is still charged afterwards. That feels a bit over the top.
Medpack style is a big plus.
Unlimited ammo is a big plus.
Originally posted by Glot:
Medpack are awesome to the max!
Gun should have boost with altfire and low damage no boost primary fire.
Pistol not nessessary.
Originally posted by xdc:
Sparks changes the whole game, the game is now a lot more fast paced.
Her weapon shouldn’t save charge when you switch weapons (glitch),
(suggestion)
Her weapon should be a very fast projectile (like a fast arrow), that curves slightly downward (makes long range revives require more skill),
weapon should have less spread if this change happens.
This would counter her sniper ability, making her weapon require more skill.
Class is slightly overpowered beyond short range
Originally posted by Fana:
Really interesting character, please don’t ruin it by adding heat mechanics or some of the other kneejerk suggestions that have been made.
I don’t think Sparks is OP, as some have been claiming, especially since her medpacks are the worst of the medics (most of the time you only have enough healing to keep yourself supplied, forget about teammates), but I think it’s too easy to continually revive with the revivr, and I think fully charged headshots do too much damage.
I suggest adding a cooldown to reviving (make the gun only charge to 95% during cooldown period, for example), reducing fully charged headshot damage to 90hp and slightly increasing medpack recharge rate.
I assume being able to keep the revivr charged by switching weapons is a bug (charge revivr to max, then switch weapons before releasing mouse1, and then switch back to revivr, and then it stays charged and shoots a fully charged shot on tapping mouse1), but I actually think it’s a good mechanic. There’s a danger element to it as well, since there is a delay in switching between the guns, which has gotten me killed on several occasions, which means that there are “choices and consequences” involved with doing it (more choices and consequences is always good!). Some of the best mechanics in gaming history have been added unintentionally as bugs (bunnyhopping comes to mind…), but the response these days is unfortunately often to simply remove said unintentional mechanics rather than reworking them to less janky legitimate gameplay mechanics.
What I’m going to suggest, is that you give love a chance and rework the mechanic rather than simply removing it as a bug. Obviously the switching-weapons-to-keep-it-charged part is too janky, but I think it should be possible to rework how the revivr works to make keeping it charged be a legitimate mechanic. My suggestion is pretty simple. Since it doesn’t have iron sights anyway, add a “lock charge” functionality to the iron sights button. There should be a reasonable length animation, during which the gun can’t be fired, when the charge is being locked, to add the same danger element it currently has when switching weapons. This adds a little more depth and fun to using the revivr.
Originally posted by prophet51:
Also love the way the medpacks work but the weapon is outrageously overpowered. The only weapon that should 1hk is a sniper.
Charged shots do too much damage.