My POV on a few things


(AdmiralTeddy) #1

Hello,

First off, thanks for all your effort in making a wonderful game,
Secondly, this is more of a thought thing, its no suggestion, yet its meant to be one, so take it as you will!

1- Regarding the support xp, the missions are such a huge grind, I get how you’re viewing this and I agree with your points, in a game, someone can spam their packs of ammos or heals and get tons of xp (before it was nerfed)
But right now compared to the other types of xp, its become so underwhelming.
When you look at combat xp and game xp, they are much more rewarding than sup xp.
A few kills, a few thrown nades, gibbing enemies, planting c4, repairing, ect… they reward a huge ton of xp.
Granted those roles sometimes go into sticky situations, front lines, ect, but I as a medic (not really discussing ammo mercs here) sometimes play aggressive, long jump revives, leading charge and keeping everyone topped up.
It rewards me less in terms of xp, than it should. I mean yes, overall xp, imo you’ll rack up most if you’re a good medic (get kills, revive and heal, do objectives) but in most cases its gonna be you tending to your own role.

So what I want is a more rewarding system, maybe reviving allies right before they’re gibbed or things like revive underfire… these are all concepts, maybe heal and ammo packs should be balanced a bit, maybe not, right now I feel its a grind, mission xp-wise at least.

2- Sparks is my fav merc, she’s been so ever since I saw her first… but there’s a catch, she isn’t as viable as sawbonez.
she’s great at long distance and if you move around carefuly, but right now, I think she is way too squishy in the front end.
Is it a good thing?
On a merc like aura, she has a shotgun (or an smg) and a healing station, so when she has 80 hp, it makes more sense, she has a constant heal and good fire power, yes she may be underwhelming at range, but she can still hold an angle even at range (due to how shotguns magically work at times and how good her station is if not attended to)

Right now, if I play sparks, almost everytime I go in a firefight in close quarters, i’ll lose that firefight, her laser gun is great! but it needs pin point accuracy, in certain hands it can become a beast, but more often than not it means she’s the most vulnerable merc out there.
Whether I should compare her to aura or not, is a debate of its own, but I believe she needs 2 things:
a- as @Szakalot pointed out before, she needs better health packs (either healwise or cd wise or just deploy animation wise)
sawbonez has much more hp than sparks which means, when he goes into throw his med packs (which are more rewarding btw) he can take a few shots, but sparks, not so much, she’ll end up using those medpacks for herself to be able to keep sniping/reviving. this means, she is less rewarding than other medic mercs but more rewarding as a sniper then again i may be wrong, but I think the current hp packs, provide too little hp and such a slow rate (rate of throw) which means throwing those packs is much more risky and in the long run, much less rewarding than someone like sawbonez.
b- more hp!!! I can’t stress this enough, I’m not saying she needs 120 or even a 100, but 80 for this merc is a bit low.
in most maps, if you want to get that range revive (you both need to expose yourself and have it charged) usually when someone is downed, there’s either gonna be focus on gibbing them or focus on taking out the medic who comes for revives) and in a map like church you’re always taking a risk by peaking out.
in a map like bridge or terminal, 70% of the time there is no clear shot, which means you’re gonna need to move out of cover and into danger to get a revive.

With 80hp, and a half sec revive gun charge needed, you’re bound to be weaker than others.
And lets be real, in cqc her laser isnt of much use (can be used but hardly will) and the pocket smgs or the empire 9 needs you to hit headshots while dodging their attempts, this means you’re most likely to lose firefights in close quarters.
Why? because 1 hit by shotgun, 1 hit by nader’s nade, 1 headshot and a body shot by any assault rifle or a few bullets by any smg and you’re dead.

Sparks needs more hp if she is to be viable in a competitive scenario (one of the reasons why aura isn’t that viable is her hp and her healing station being an easy target for more veteran players)
sawbonez’s packs are less risky than an aura heal station and he has the hp to take a few hits and revive or throw a med pack, sparks doesnt.

3- is nader balanced? nader is one of those classes that either performs very well, gets kills, baits enemies into martyr and spams areas with nades OR performs very badly (someone who doesnt use the nade launcher well, or situations where she is picked off from afar (hence not able to land nades) or maybe too close where nades arent of much use to her (still are useful, just not as much)
Is she too spamy? yes, is that good? that’s debatable… both yes and no… for a nader who tends to try and clear out camping spots, the spam is a good thing (not directly hitting nades) for someone who doesn’t its OP.
right now, looking at fragger, he is hands down one of the strongest mercs, that is because of his frag, hp and gun choices.
However when playing fragger you have to be wise on using your frags, because of the cd, if you use them at the wrong time (or place) it might cost you.
Nader on the other hand, not so much, she gets nades fast, spam spam.
Another thing is, the spam to damage ratio.
you know how a sniper rifle can’t 1 shot any merc with body shot? why should nader be allowed to do so with a single nade? why shouldn’t she? but then again, looking at a sniper rifle, how much harder is it to hit a shot compared to nader’s launcher? why am i comparing the 2? they’re totally different!
See I think, nader is great when facing enemies at a certain range or in certain types of areas, beyond that she underperforms (just like how rhino is bad at range or if you get close to him and run circles around him).
I think her direct nades shouldn’t 1 shot anyone, i think the spam should be rewarded, more nades you hit, more damage the person hit with em takes or more nades you hit, more damage your nades do.

Those are my jibberish thoughts on her, I think she is in a good spot right now, maybe needs some tweaking, maybe not.

Again,these are just my points of view which i wrote late at night which means my brain isn’t functioning as it should, but then again my brain never fully functioned anyway.
Take them as you will, they’re not suggestions, just my thoughts.

Regards,

A.T. the pub scrub


(Nakbom) #2

[left]I really BUMP your first point! In contrast to Combat XP and Game Mode XP the Support XP is truly “underwhelming”. For me, who really digs medics, I usually skip the SXP missions due to the huge grind that has to done.
Your refreshing concepts like reviving under fire are really considerable ideas. Maybe reviving sprees shouldn’t just earn you a badge (that gives you XP for your profile), they more should add ingame SXP. There surely needs to be balancing done here.

About Sparks: Can’t add much to her. I don’t know enough about her yet. You still picked up interesting points.

First off, about Nader: Direct impacts don’t one hit every merc out in London…? Or do I get something wrong there? I usually cannot one hit Skyhammer. Or do I have to apply the right Loadout Card with the increased AoE DMG here?
Anyway… I wouldn’t consider her overpowered. Direct impacts are still skillshots to. Spamming nades also must be done right. One has also position him-/herself with Nader to get the right shots done. You are right though with the comparison between her and Fragger.
If, in the end, Nader should be considered too strong, perhaps increase the time to refresh nades and/or decrease the stack of those? If Fragger should be considered in here, too - maybe decrease his cooldown on the grenades?

After all, interesting thoughts in your post :heart:

Greetz Nakbom

P.S.: First forum post right here. Looking forward to contribute more![/left]


(Dirmagnos) #3

#1. Support exp is fine as it is, there is a reason its classified this way.
Expecting to grind ton of it by throwing few medpacks or doing couple of resses, while using Sparks mainly as dedicated sniper or Sawbones as self-healing ganker or setup Auras station where it fits you instead of reast of the team, is stupidity.
When i play medic i usually get around 2.5-3k exp per average game. Its not that hard if you actually do support team.
Im having much more trouble with combat exp missions, since im actually support/mission oriented player. Sure, i can take Nader and stack 4-5k per game, but who to hell with gonna then heal all those gunblazing “rambos”… who then complain how hard it is to do support missions. A fully charged revive can give around 100 exp or even more depending on amount healed, same with medpacks and Aura/Kira stations are just stationary passive exp farmers.
#2. Sparks is ranged medic, playing or even comparing her to Aura is a mistake. It was alredy mentioned several times, she a glass cannon- type of merc, and it works for her.
Also, Sawbones medpacks and Sparks medpacks are like apples and oranges, they fulfill diffrent roles. While it may seem that Sawbonez medpacks are far superior, but they have one serious drawback, compared to Sparks ones - first, they recover health over time, that makes them hard to properly utilize in the middle of the combat, and second, if healed merc get hit, even by a spliter, regen stops and he needs a new pack. And those are in limited supply.
#3. Nader is ok, as much as i can tell her nades deal 90 dmg, so she can instagib Aura and Proxy, but it must be a direct hit. Plus martyrdom, that can ohk most mercs, but its a bit triky to use. Not to mention that both abilities dosnt always work(as pretty much with all explosive-based abilities).
Imo nader should get full 6 nades, as proper Milkor MGL(that is obviously a basis for Naders GL), but their refire rate should be doubled, to 3 seconds cooldown between shots.


(Ghosthree3) #4

Not an instagib. I know what you meant to say, but let’s be clear, it does not gib, it just instakills.


(AdmiralTeddy) #5

@immenseOpal welcome to the forums! :slight_smile:

Must’ve misread my point on nader, she can 1 shot the lower hp mercs (proxy, aura, sparks) which at times is frustrating, but then again she is also weak upfront which means if she doesnt have that skill shot she can get pushed out by those mercs real fast since they all have fast movement.

@Dirmagnos sup xp is defo not fine as it is, i wasn’t talking about getting a few resses or throwing a few medpacks, I main sawbonez (or used to anyway before they nerfed it so much)
I get 15-40 reses in a normal objective game which is balanced, heal a huge ton and so on.
But I brought up some points on this before in a bug post.
If you for example, have the get up augment, charging your defib half the time, gives your revivee full hp but that rewards you with half the xp as you reviving someone with a fully charged defib.
in general, right now, supporting with ammo mercs doesnt seem as hard as playing medic, and when I play medic, i don’t just stick to 1 person, I keep the entire team topped up and alive so there is also that.
So yeah don’t tell me its not a grind because it is and a lot of people would agree with me on that.
Also charging your defib isn’t always possible, especially when your in the middle of firefight and need a quick revive + heal. ironically, reviving and healing to full hp also doesnt give you as much xp as a fully charged defib.

and on your sawbonez point regarding packs, if you have the potent packs augment, it instantly gives a heal (which cant be stopped by shots) which means its still more than sparks.
and I’ve said before their packs are 2 very different things and used in different situations, but i’m mainly complaining about the way they’re deployed, they’re animation is slower and less intuitive to throw, they feel sluggish in a scenes, especially in a middle of a firefight, as you said she is a glass cannon merc but she is still a medic.
Which bring me back to the point you missed in my sparks vs sawbonez comparison:
If you’re trying to pocket someone (whether from afar or close) her packs arent useful; Now why am i saying that?
The animation is slower which combined with her hp makes her more vulnerable and the packs are somewhat less intuitive if not directly hit to your merc.
this means in most situations you’re going to be that less hp giving and more topping myself up while I wait to revive my team mate to full hp with a charged res gun guy.
Its not bad, it just needs some work, better animation and maybe a tad bit more heal 25>35 and with potent 40, a sawbonez pack with potent gives around 50 insta.

My view on nader is, her nades have a direct hit which deals max damage and an area of damage which gets less the more you move away from her, and it always deals less damage if its not a direct shot (even if you’re right on top of the nade)
I’m not implying that she isn’t balanced, i’m just implying that in certain scenarios, she is far better than any merc (especially when facing a low hp merc)
but then again as I said, why shouldn’t she be? she is weak upfront and those fast mercs are hard to hit but it never feels good when you go out a door and get hit with a nade to the face and instantly die (without being able to do much about it unless you have your team mates helping from other angles).

I think she is good as she is but her spam rate needs some work (not too much, just some).

Thanks for both your inputs!


(Dirmagnos) #6

@Ghosthree3 point taken, no bloody mess, i constantly misues those two.
@“Admiral Teddy” defib charging to decent amount, especially with perk, takes less than a second, i guess im just used with it by now and see it easy.
And even with potent packs sawbones health packs dont give instantly 50hp, not even close. and yes(missed main point), i do agree that Sparks medpacks, in terms of presentation, feel kinda choppy.


(AdmiralTeddy) #7

@Dirmagnos ok let me break this down:
if you have get up perk and you charge defib for half a sec up to 1sec you can restore full hp to your allies
this is different to a fully charged defib, a fully charged defib (the razes sparking between your defibrillators) gives more xp, but takes 2 seconds or so to fully charge.
Now idk if you’re playing vs people aren’t good at aiming or not, but if you’re in a real scenario vs good enough players, charging that defib (under fire) to full to get the xp is almost impossible. You’ll die before doing so, which makes get up a must on medics.
but as i said before, it doesn’t exactly reward you for how much you’ve healed, but for how long you’ve charged the defib
Meaning i’ll get 50xp for healing the same amount as a fully charged defib.
and the packs do give an insta “30” with potent (so that was my bad), just checked, bushwhacker was under fire you. it does cancel soon as your hit, but there is a base heal to the packs, and ofc it retracts if your being shot while hit with a health pack (e.g. you have 50hp, get hit with a pack and bullet at the same time, the bullet does 60 damage, this 60 damage retracts 30 from base heal and 30 from your hp meaning you end up with 20 hp)

they don’t work on yourself in this fashion, but they do on allies (who aren’t sawbonez)


(AdmiralTeddy) #8

and since @cornJester clearly didn’t read, i do want to clarify once more, these aren’t suggestions, these are just my point of view on a certain few things.


(cornJester) #9

And I can’t disagree with your point of view?


(AdmiralTeddy) #10

not unless you join in and share your own views >:)


(cornJester) #11

Very well then. Removed the disagree until I have.


(AdmiralTeddy) #12

@cornJester i love you :3


(Dirmagnos) #13

Hmm, mkay, didnt know that. Altho its weird that it works on teammates, but not Sawbonez himself.
I do get a rapid regen boost for like 20hp when dropping pack for myself, but its not instant and wont really help in a fight, since first bullet that hits cancels it. Gonna keep an eye out if allies really get an instant health boost from medpack.


(KangaJoo) #14

Actually that’s not true. I’m not sure what the exact number is but from my experience it takes 2-3 body shots to stop health regen from a sawbonez medpack.