My opinion on the game


(Vanta) #1

As a sort of disclaimer, I want to say that I love this game and I plan to play it, but I wanted to make this post to shed some light on what I personally believe needs to be changed or updated this does not include bugs, but changes that in my eyes will benefit the game.

All damage from explosives - need to be nerfed, because currently in a Public Game as you all know, everyone just spams the " beep " out of explosives and It typically is a 1 hit- 1 kill when I feel it should only do a portion of your health depending on what Merc you’re playing considering some of these explosives cannot be avoided.

Objective favouring - I feel that it should favour the attacker in every objective, from my personal experience of playing some pick up games, I noticed that full holding on certain objectives is incredibly easy, even at matched skill levels. Such as trainyard objective 1, it is near impossible to plant the C4 and make it explode, without the 15 minute timer expiring. My reasoning for saying it should favour the attacker is because in competitive I believe it’d be more enjoyable for it to be a case of " How long can you defend for " rather than " Can you manage to attack " - this way the game keeps flowing rather than a 15 minute stalemate at a single objective. This can be accomplished by opening up the objective more or re-thinking the locations to drop the EMP off.

Healing Stations - I feel need to be nerfed I say this because in the current state of the game you are capable to just stand within the healing radius and not die in a 1v1 scenario unless you get headshotted 90% of the time. I think this can be overcome by adding in a system where if you take a single point of damage, the healing from the station will cancel and in order to receive the healing again, you must take no damage for 1 second. This way you cannot hug a healing station and win 98% of the fights.

Defibrillators - my reasoning for this is currently it is spammable to revive and I think this closes off for clutch moments in a 1v3 scenario, however I feel that it should be based on a recharge system… You can only revive one person every 2 - 3 seconds or reduce the shield the player gets upon being revived.

Molotovs - (this may be a bug I’m not 100% sure) I’ve noticed when dropping a healing station near fire… (not inside the fire graphic) the healing station will just immediately explode, even 5 yards away from the fire. My next point on molotovs that I feel should be nerfed is that upon being hit with a molotov directly, it instantly kills you on most Mercs. I don’t think a molotov should kill you if it direct hits, maybe take some substantial damage but not a kill.

Friendly/Foe indication - I think this should be added into the game to represent if a molotov on the ground or a healing station belongs to your team or the enemy. I think we have all stood in healing stations that weren’t placed by our team thinking it was ours. This can be accomplished by adding a red healing radius around the station for the red team (default is blue so thats for the blue team ofcourse) - and perhaps adding a blue or red outline to the molotov. To make it more clear to some players. This should change accordingly to what colours you set the teams in the config.

Proximity Mines - they need to be more clear to the player when placed down on the ground, because in an 8v8 or a 6v6 scenario there is so many explosions and smoke happening around that 99% of the time, they’re almost impossible to see in a closed environment, this can either be done by adding a louder beeping noise to the mine or making the outline to it thicker.

Once more before commenting please respect that this is my opinion on what should happen and by any means, I’m not bashing the game in the slightest.

(Will edit again if I feel something else should be tweaked)

Thank you.


(extraordinaryYak) #2

Nice post. You covered a lot of ground, and I can respect all of what you have written here.

I have but one qualm. The final point on Proximity Mines would render a particular perk useless. Vasilli’s default loadout has a perk that allows you to spot mines with more ease.
As a result, while playing with him, I am often neutralising those suckers. I feel as though I am obligated to do so, since I have the special eyes. <:

Oh, and maybe the Molotov thing I can disagree with. But only because I have rarely been hit directly by one, and I can imagine it would feel pretty cool to direct hit someone with a Molly. Besides, if you reduced the damage by like 20-30 of the direct hit, then you would still die once the fire ignites beneath you anyhow. You’re likely to take at least 1-2 ticks of damage before you escape.


(Vanta) #3

I could see the Proxy Mine perk being fairly redundant, it could just be my own eyes playing up and not spotting them enough, but personally I felt I couldn’t spot any at all during the heat of the battle.

As for your Molotov comment, I think it’s relatively easy to get a direct hit with a Molotov since the actual hitbox of the Molotov does not match the graphic in itself. I think it should do 50% of your life and give you just enough time to exit the fire, but you’ll be heavily injured. But this is just my opinion.


(potty1) #4

I agree with every point here tbh. The only one I would have a slight problem with would be the defib recharge thing. It should be a given to gib a player with a medic behind. If they are doing a medic rush simply spam the rush out. I used to love watching medic trains way back in the day, but the way people dealt with them changed and made the medic train ineffective.

But great post!


(balu) #5

Healing Stations - I feel need to be nerfed I say this because in the current state of the game you are capable to just stand within the healing radius and not die in a 1v1 scenario unless you get headshotted 90% of the time.

or you just kill the healing tower before shooting the people standing next to it?


(potty1) #6

[quote=“balu;3346”]

Healing Stations - I feel need to be nerfed I say this because in the current state of the game you are capable to just stand within the healing radius and not die in a 1v1 scenario unless you get headshotted 90% of the time.

or you just kill the healing tower before shooting the people standing next to it?[/quote]

If you was to do this against someone with a decent aim you’d lose 100% of the time.


(Grave_Knight) #7

[quote=“potty;3350”][quote=“balu;3346”]

Healing Stations - I feel need to be nerfed I say this because in the current state of the game you are capable to just stand within the healing radius and not die in a 1v1 scenario unless you get headshotted 90% of the time.

or you just kill the healing tower before shooting the people standing next to it?[/quote]

If you was to do this against someone with a decent aim you’d lose 100% of the time.[/quote]Yes, but if you kill the heal station and they happen to still be on cooldown next time you’re up there or the next person who gets there will have a much easier time.

Though, to be honest, I rather wish the heal station get removed. Way to easy for attackers to bunker down into the defense area and make it impossible for defenders to clear them out.


(Vanta) #8

[quote=“balu;3346”]

Healing Stations - I feel need to be nerfed I say this because in the current state of the game you are capable to just stand within the healing radius and not die in a 1v1 scenario unless you get headshotted 90% of the time.

or you just kill the healing tower before shooting the people standing next to it?[/quote]

The station has about 100 HP and upwards, this would atleast take you a good 2 - 3 seconds of shooting to destroy it… In that time you’re dead, it’s near impossible to challenge someone in a 1v1 when they have a station and you do not. I think most players would agree on this, + remember it’s just my opinion, don’t be so patronizing please or don’t comment at all.

Also it is not always possible to kill the healing station if it is dropped out of line of sight… I personally don’t think I should have next to no odds of killing someone standing on the edge of it, unless I headshot every bullet out of a semi-automatic or automatic weapon and I know a lot of players also feel this way.

This isn’t always true, the station upon being destroyed has a 24 - 26 second cooldown, respawn timers can be as big as 25 seconds and this doesn’t include the distance you must travel to return to the fight. I don’t think the healing station should be able to determine a win or a loss in every gun battle so heavily. Plus I don’t think a healing station should be this powerful that it’s considered a worthy trade to lose in a 1v1 fight, but I killed the station.

My suggestion just is, you can’t hug it whilst being shot at and outheal the bullets unless they dink you all in the head because currently it is physically impossible as some Mercs to outdamage the healing unless you hit every bullet as a headshot and it can be impossible to kill the station if hidden behind a train or any other object.


(spookify) #9

Good Post. I saw you crushing people the other day.

I think SD needs to shut down the OBJ servers and Focus on true ET/RTCW stopwatch servers. Obj mode isnt fun… Its a cluster and has no clear objective because many people treat it as a TDM. SW is totally different because it makes clock and spawn management so important.

We have talked a lot about the heal station and I am sure something will be done next patch.

I also hope shooting has a better feel and a better team work aspect is added into the game.

The Molotovs is wack! Something is wrong with it…

Gun and Mercs still have a long way to go but a little birdie told me that SD might be waiting for matchmaking and or 5v5 SW to really zone in on this. This will really focus on teamwork, maps and fast high skilled play.


(Vanta) #10

Well I think if they was to favour the attacker on all maps, Objective mode will become rather one sided and should be removed and I agree with what you say about it being more like a TDM rather than an objective based game mode, the amount of players I have witnessed not focusing on the objective at all and only concerned about their own K/D ratio is unbelievable, however in Stopwatch this cannot be done or you will lose, simple as that.

I hope when they bring the servers back online that we will see some 5v5 servers so I can get a more indepth feel of the competitive side of this game and comment on that too.


(syku) #11

[quote=“Vanta;797”]As a sort of disclaimer, I want to say that I love this game and I plan to play it, but I wanted to make this post to shed some light on what I personally believe needs to be changed or updated this does not include bugs, but changes that in my eyes will benefit the game.
[/quote]

Explosive damage
[spoiler]
All damage from explosives- need to be nerfed, because currently in a Public Game as you all know, everyone just spams the " beep " out of explosives and It typically is a 1 hit- 1 kill when I feel it should only do a portion of your health depending on what Merc you’re playing considering some of these explosives cannot be avoided.
[/spoiler]
As of right now this is my biggest problem with the game, getting killed AND gibbed by something that takes very little skill to do and is impossible to react to is not a great feeling, maybe reduce the damage of Fraggers nades and naders nades, i don’t have a problem with arty or skyhammer airstrikes.

Objective favouring
[spoiler]
Objective favouring - I feel that it should favour the attacker in every objective, from my personal experience of playing some pick up games, I noticed that full holding on certain objectives is incredibly easy, even at matched skill levels. Such as trainyard objective 1, it is near impossible to plant the C4 and make it explode, without the 15 minute timer expiring. My reasoning for saying it should favour the attacker is because in competitive I believe it’d be more enjoyable for it to be a case of " How long can you defend for " rather than " Can you manage to attack " - this way the game keeps flowing rather than a 15 minute stalemate at a single objective. This can be accomplished by opening up the objective more or re-thinking the locations to drop the EMP off.
[/spoiler]
I’m not sure how this would work with objective game mode.

Healing Stations
[spoiler]
Healing Stations - I feel need to be nerfed I say this because in the current state of the game you are capable to just stand within the healing radius and not die in a 1v1 scenario unless you get headshotted 90% of the time. I think this can be overcome by adding in a system where if you take a single point of damage, the healing from the station will cancel and in order to receive the healing again, you must take no damage for 1 second. This way you cannot hug a healing station and win 98% of the fights.
[/spoiler]
I agree with this, currently there is a card that gives you more healing AND more aoe for your healing station making it stupid strong.

Molotovs
[spoiler]
Molotovs - (this may be a bug I’m not 100% sure) I’ve noticed when dropping a healing station near fire… (not inside the fire graphic) the healing station will just immediately explode, even 5 yards away from the fire. My next point on molotovs that I feel should be nerfed is that upon being hit with a molotov directly, it instantly kills you on most Mercs. I don’t think a molotov should kill you if it direct hits, maybe take some substantial damage but not a kill.
[/spoiler]
I don’t know about any bugs with it, but i feel like it should not be a area denial AND instakill ability at the same time, remove the instant damage on hit and maybe replace it with a stronger burn until they run out of the molotov AOE.

Friendly/Foe indication
[spoiler]
Friendly/Foe indication - I think this should be added into the game to represent if a molotov on the ground or a healing station belongs to your team or the enemy. I think we have all stood in healing stations that weren’t placed by our team thinking it was ours. This can be accomplished by adding a red healing radius around the station for the red team (default is blue so thats for the blue team ofcourse) - and perhaps adding a blue or red outline to the molotov. To make it more clear to some players. This should change accordingly to what colours you set the teams in the config.
[/spoiler]
I agree, not knowing if you can walk through the molotov or not is unnecessary .

Proximity Mines
[spoiler]
Proximity Mines - they need to be more clear to the player when placed down on the ground, because in an 8v8 or a 6v6 scenario there is so many explosions and smoke happening around that 99% of the time, they’re almost impossible to see in a closed environment, this can either be done by adding a louder beeping noise to the mine or making the outline to it thicker.
[/spoiler]
I feel the mine damage is fine, but the delay on the explosion is to low, it makes it impossible to long jump out of.


(sleeepy) #12

I feel like the explosive spam is necessary to counter the power of healing stations right now. Basically both need to be nerfed equally or else one will become too strong.

Nader’s nades aren’t too strong currently. I’d suggest a longer fuse time to allow players more time to get away from cross-map spam and force naders to actually aim for direct hits in most situations.

Fragger’s nades need more work in my opinion. Their power, frequency and ease of use combined make them way too good. They need a nerf in at least 1 of these categories. Some thoughts:
Power (damage, radius, gibbing)
Frequency (cooldown, max grenades)
Ease of use (throw speed/distance, animation, switch-canceling)

Defibs and Proxy mines are fine.


(Vanta) #13

I don’t think Objective should be a game mode if the maps favour the attacker, since well… It’s one-sided if changed.

As for the molotov not knowing if you can walk through it. I can see your point and I agree with this too that perhaps a molotov should burn both teams regardless who through it, since it can be seen as too overpowered if I throw a molotov and all my team rushes through it.

Proximity Mines, my issue isn’t the damage, it’s just the visibility of the mine on the floor and the sound of it. It’s not clear to me personally, but that could just be me being stupid. :slight_smile:


(Vanta) #14

[quote=“sleeepy;3380”]I feel like the explosive spam is necessary to counter the power of healing stations right now. Basically both need to be nerfed equally or else one will become too strong.

Nader’s nades aren’t too strong currently. I’d suggest a longer fuse time to allow players more time to get away from cross-map spam and force naders to actually aim for direct hits in most situations.

Fragger’s nades need more work in my opinion. Their power, frequency and ease of use combined make them way too good. They need a nerf in at least 1 of these categories. Some thoughts:
Power (damage, radius, gibbing)
Frequency (cooldown, max grenades)
Ease of use (throw speed/distance, animation, switch-canceling)

Defibs and Proxy mines are fine.
[/quote]

I don’t dispute the fact that it’s used to counter the stations, but I feel that players take far too much damage from explosives this can be overcome by decreasing the damage players take, but not stations and so forth.

Nader direct hit can kill a merc, or do 90% damage and when you have 5 which you can pump all out in 2 seconds flat. It does become very strong, especially on a recharge of 8 - 10 seconds per nade. Either reduce the power of the grenade, or made the recharge timer high and the max nades she can have at once as 3.

As for Defibs I personally think they’re not okay in the sense how you can spam revive the same person 3+ times in a single respawn and push forward, but I think this is just more of a preference. I don’t see it as heavily broken but there are moments I dislike it.


(INF3RN0) #15

The goal here is perfect imbalance among abilities. The issue is that some abilities currently are too easy to use or too effective all of the time. It would be great if abilities were heavily reliant on timing, aim, or some moderately skill based input from the player and perhaps were less damage oriented and more focused towards debuffs. Still, I have listed numerous ideas on the alpha forums on ways to deal with current abilities in order to promote less spam and more mastery.

Some examples…

[b]Martydom - [/b]Releases a scatter of 4 grenades dealing 20 damage each (small AoE).

Minigun - very high, but predictable recoil on both axis. Standing still decreases spread significantly.

[b]Grenade Launcher –[/b] 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. Shockwave/knock back effect might be a cool addition.

[b]Frag grenade/Conc grenade-[/b] alt fire will cause the grenade to drop without bouncing. Grenade AoE is reduced the longer it has been cooked.

[b]Smoke grenade –[/b] alt fire will allow you to leak smoke from the canister, concealing redeye and spreading it along his path of travel.

[b]Airstrike marker-[/b] alt fire allows the airstrike marker to be used as a cluster grenade, dealing damage more horizontally.

[b]Molotov –[/b] Primary use results in a timer triggered high damage, short duration. Alt fire results in medium damage, long duration.

[b]Proximity mine –[/b] Mines are invisible and become revealed by the crosshair, but emit very loud beeps and can be destroyed by any oncoming damage. Mines deal 40 base damage and a 3s speed debuff. Mines must be manually armed to become invisible. A dropped mine can still be activated by oncoming damage, but will not auto-trigger unless armed.

[b]Turret –[/b] Turrets have faster lock-on times, deal reduced damage, and apply a speed debuff per hit. Turrets have a visible health bar and can be repaired by bushwhacker.

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 animation. There is a 3s auto-arming time for sticky mines before they can be triggered. Sticky mines deal 35 damage each and a 3s vision debuff. Sticky mines must be triggered manually or by collateral damage.

[b]Healing station –[/b] Constant regen at 10hp/s, every 6s the station releases a healing wave that regens 60hp over 4s.