My thoughts on how to balance the game


(frostyvampire) #1

There’s no actual place to post it so I’ll post it in “Weapon Discussions” even thought I’m gonna suggest to balance mercs and stuff too.
A few notes:
Values are subject to change
In ammo values, I’ve written it by [clip size]/[ammo capacity]

Augments
I did not include 1st edition only augments as they are not relevant anymore

Bomb Squad:
-Remove the arrow in the middle of circle. Allowing you to see what deployable you are shooting at
-Make the circles a bit more transparent
-Remove the symbol from obvious deployables (health stations, ammo stations, turrets and shields - when Turtle is introduced)
-Should no longer display the symbol for deployables through walls and objects

Looter:
-Make small ammo packs refill 1 clip instead of half a clip
-If your teammate picks up a health/ammo pack from an enemy you killed, you get support xp
-Enemies cannot see or take the ammo/health packs

Chopper:
-Instead of +15% damage bonus, make it +7 damage to left click attacks and +12 damage to right click attacks
*It’s not too important but I think it will be a lot nicer this way and it’s actually a buff to the perk (except for Katana)

Double Time:
-Allow snipers to sprint while reloading another shot (pulling the trigger after firing a shot)
-Allow shotguns to sprint while reloading another shot (the tiny mini-reload thing that prevents shotguns from firing another shot)

Lock On:
-Also increase Fletcher’s weapon switch TO the detonator

Enigma:
-Should also reduce the defibrillation time from SNITCH
-Should also decrease the EMP time if your deployables are affected by it

Drilled:
-Increase the fire rate for bolt action snipers by 4 RPM. It makes sense because you have to reload the gun after firing a shot (pulling the trigger thing) and it makes the perk not useless on snipers

Weapons
K-121, MK46, BR-16, Stark AR, Timik-47, M4A1:
I want to give credit to @ProfPlump for making this thread and saving me time:
http://forums.dirtybomb.nexon.net/discussion/31009/overall-balancing-suggestions-for-the-auto-ars-the-brs-the-dreiss-and-the-lmgs

Timik 47:
-Increase damage and DPS to be bigger than M4A1’s
-Reduce fire rate to be less than M4A1
-Decrease ammo to 30/60

All shotguns:
-Slightly increase damage (by ~5%)
-Slightly decrease spread (make shots more accurate)
-Increase damage falloff and make bullets completely disappear after traveling a few meters (each shotgun will have a different falloff value)
*This will make shotguns the best option at very close range but pretty useless at mid range and completely useless at long range since the bullets won’t even reach there

Machine pistols:
-Increase damage falloff

Grandeur SR:
-Give it an iron sight similar to the scope in csgo for AUG/SG553

MOA SNPR-1:
-Increase headshot damage to 160
-Decrease bodyshot damage to 60
-Make it accurate while midair

FEL-IX:
-Increase headshot damage to 170
-Decrease bodyshot damage to 64
-Make it accurate while midair
*This will make both bolt actions able to jumpshot and allow them to insta gib Aura and Sparks
*FEL-IX will only be able to 1 shot 80hp mercs with the SNITCH debuff
*FEL-IX headshot will be an instant kill on Thunder

PDP:
-Increase ammo to 12/24
-Decrease damage to 36/72
*This will reduce the efficiency of the weapon to match it’s skill level. Currently it’s a no-skill sniper but it’s the most efficient weapon in the game. Reducing the damage would make the skill level of the weapon match the usefulness of it. 2 headshots will still kill most mercs and 1 headshot + 1 bodyshot will kill mercs with 100hp or less

Stilnotto Stiletto:
-Increase attack speed by ~5%
-Right click attacks from behind will result in a backstab (300 damage)

Beckhill Knife:
-Right click attacks from behind will result in a backstab (300 damage)

Cricket Bat:
-Decrease damage to 35/70 (left click/right click)
-Increase mobility to 100%
-Increase range to be ~2.5x of the knives’ range
-Right click attacks will have a 50% chance to stun the enemy (make them unable to move or fight for 2 seconds)
-Right click attacks from behind will guarantee a stun
-Fix hitboxes

Katana:
-Right click attacks from behind will do 1.5x damage (135 if you have no Chopper)
-Fix hitboxes

Kukri:
-Increase range to be ~1.5x knives’ range
-Right click attacks from behind will do double damage (170 without chopper)
-Fix hitboxes

Objective (that you need to deliver):
-Decrease attack speed to be the same as right click attack speed for knives
-Increase range to be double knife range
-Add it’s own kill icon
-Decrease mobility to 92.5%
-Allow attacking while sprinting
-Fix hitboxes

Game mechanics and visual stuff
This idea was originally to add stamina but I replaced it with something better that will fit the gamestyle more
Add penalties to jumps:
-Every time you jump you gain 1 jump penalty point (you won’t be able to see it, it’s just how I decided to call it) up to a max of 4. You always spawn with 0
-If your jump penalty is at 0 or 1 your jumps will be normal like they are now
-If it’s 2, your next jump will only have 75% of the height
-If it’s 3 your next jump will be only half as effective (50% height)
-If it’s 4 all your jumps will boost you by 25% of the normal height which is almost nothing
-Every 3 seconds you don’t jump will reduce your jump penalty by 1, so if you have the max jump penalty number after 15 seconds your jumps will be normal again
*This will nerf bunny fighters (especially shotgun Proxys’)
*It will also make Springy a useful augment because it will lower the time to 2 seconds (maybe change the value to 33.3% less penalty to make it more accurate)

-Make you able to see friendly deployables’ health by placing your crosshair on them

-In ranked, allow you jumping on teammates’ heads so they can boost you to places you normally can’t reach, if they jump while you stand on them it will boost you even higher in the air

-In ranked, you shouldn’t be able to see the enemy health (not after you get killed and not after simply damaging them) and remove the death ghosts

-Allow us to see exact values instead of just percentages. If an enemy kills me, show “Skyhammer - 24hp left” instead of “Skyhammer - 20% hp left”

-When calling for medic/ammo, you should see a symbol above all friendly ammo/health stations/packs and also friendly medics/fire support mercs, currently it’s supposed to be like that but you can see enemy packs too and you can only see them if you are low on ammo/health, calling for ammo only shows you the location of ammo crates and calling for medic does nothing.

-Allow fire support mercs see exactly how much ammo their teammates have

-When you die, you should spectate your body rather than your death ghost. I actually prefer if death ghosts are completely removed from the game but they probably won’t but at least remove them from ranked

-If a player tabs out while downed, you should still get the finish xp (just like if they suicide while still alive after you shot them). This also applies to a Nader using Martydrom

-YOU should get the kill and xp if you shoot an enemy deployable (such as mines and stickybombs) and damage enemies with it (also give the +30 tripped xp and +20 splash damage xp if it hits), also if you get a kill/finish you will get the xp for that too and it will add to your K/D in the end of the match

-Also you deserve the kill if you do damage to an enemy and then they die from their own attack (example: deal 115 damage to Nader and then she dies from her own grenade, you should still get the kill and xp, or at least an assist)


(frostyvampire) #2

Thread is too long so here’s the last part of the guide:

Mercs
Aimee:
Please check out this thread I made for SNITCH alone: http://forums.dirtybomb.nexon.net/discussion/30733/snitch-buff-updated

Aura:
Credit to @Someordinaryguy
-Health stations no longer heal players that have taken damage in the past 1 seconds
-Make sniper rifles (MOA and FEL-IX) instantly destroy health stations on hit
-Make shotguns instantly destroy health stations from close range

Bushwhacker:
-Melee’ing a friendly deployable will heal it (+15hp per hit)
-You can repair any deployable regardless of it being your turret, Aura’s health station or Stoker’s ammo station as long as it’s your team’s and not enemy’s
-Reclaiming your turret will return 80% of the cooldown (revert update)
-Locked on players will get spotted
-Credit to @JJMAJR : turret will instantly lock on on enemies that are spotted the moment they go to sentry’s range
-Same goes for enemies that were locked on in the past 5 seconds
-When placing a turret, it should be facing you instead of the direction you are looking at. Allow you to place it in corners

Fletcher:
-Any player can pickup a sticky bomb and throw it to a different place using their “use” key (this sounds like kinda a Pineapple Juggler buff but it should be a feature for everyone, it will rarely be used anyways)
-Stickybombs will do only 50% damage while they are midair
-After they stick to an object (player, wall or anything) they will do 75% damage and only after being there for a second they will do the max 100% damage
-Increase the max stickybomb damage while not stuck to a player to 90. Stuck stickies will still do 100 damage

Nader:
-Increase grenade cooldown to 7 secs per nade
-Decrease fire rate of the grenade launcher by a bit (Idk the exact number now so I can’t say by how much slower it can be)

Sparks:
-Remove damage falloff from the REVIVR (revive hp falloff will stay)
-Decrease REVIVR’s max damage to 54/108
-The REVIVR shouldn’t damage teammates in ranked

Stoker:
-After a molotov hits the ground, it will only do 10 damage, after a second 20 damage and only after another second it will do it’s max damage of 30 DPS (correct me if I’m wrong about the damage, I think it’s 30 DPS but I might be wrong)
-All Stokers (friendly, you yourself and enemy) will take 50% less damage from fire. This does NOT affect grenade impact damage

Thunder:
-Reduce “Concussed Assist xp” to +75
-Add “Flashed xp” which will give you +5 xp for flashing an enemy
-Add “Flashed Assist xp” which will give you +40 xp if an enemy you flashed gets killed before the blindness wears off
-Looking away from the concussion grenade will lessen the concussion effect (currently it only lessens the blindness effect)
-Bring back EMP effect to grenades

Phantom (complete rework):
-Add a new ability (I can’t think of a name) which will create a field that will spot enemies and disable deployables within’ a radius for 7 seconds. Ability will have a 20 second cooldown
-Refractive Armor will no longer block damage and therefore taking damage won’t reduce your cloak time
-Refractive Armor will no longer give you a 7 second cooldown automatically when cloaking
-Make Phantom less visible and less noisy while cloaked, crouch walking and standing still will keep him completely invisible, standing still will also make you completely silent
-You can cloak whenever you want (as long as your cloak meter isn’t empty). No need to wait for it to fully recharge
-You can now sprint while cloaking/uncloaking
-Attacking while cloaked will now automatically remove 10% of your cloak as well as decloak you; so you have to decloak manually (Q by default) in order to not lose your 10% cloak
-Attacking while cloaked will create more noise than decloaking manually
-Change speed while uncloaked to 440 (same as 90hp mercs) and while cloaked to 410 (his current speed)

Proxy:
Credit to @Someordinaryguy
-Shooting an unprimed or EMP’d mine does only 50% damage
-Mines will no longer clip with objects (C4, pickable objectives and etc.). This will mainly remove the OP spot on Bridge where you can plant a mine inside the objective and it’s impossible to shoot it and the only way to get rid of it is to hug the wall behind it and make it explode (it’s a nerf if you don’t understand what it means)
-Mines should no longer be activated through walls (kinda a buff because you won’t be able to destroy mines through walls and staying safe from the explosion damage)

Fragger:
-Add a sound to Fragger’s cooking

Vassili:
-Make his Heartbeat Sensor flash every time it scans
-Give Vassili the +100 spotted assist xp every time an enemy is killed within’ the range of his sensor.
*Currently you only get the spotted assist xp only half of the time since Vassili’s sensor detects people with beats unlike SNITCH and IR Goggles


(Someordinaryguy) #3

First of all adding this whole stamina system would be too much work probably, so instead just add a longer cooldown+concuss-like effect (not as severe) after spamming spacebar imho (like f.ex. 6 quick jumps+add panting sounds or something)

Backstab on melee is a nice addition, would reward sneaky flanks (but could be kinda OP with quickslash+chopper combo on f.ex. RedEye) You could lower backstab damage to something like 110 for Stiletto and 150 for Katana (yes I am Phantom trash) and maybe add a bonus of auto-finish on backstab kill

Bat should not have the same mobility as knives imho

Blish is fine, no buff required (go for headshots and thank me later)

SNITCH is fine as it is, especially considering how hard it is to find sometimes

Aura nerf…I love you man #no homo

Nader and Fletcher are fine imho, Nader is spammy but low dmg and Fletcher now needs direct stickies

You forgot revive fall-off for Sparks and imho REVIVR should do 70dmg flat, no matter if it’s a headshot or not

Phantom rework…with minor tweaks to speed and HP it would be perfect

To add to this:

Proxy:

-Shooting the mine before it primes does only 50% of normal damage. Damage increases by 25% each 1,5s until it’s 100% and primed

-EMP’ed mine also does only 50%dmg


(frostyvampire) #4

@Someordinaryguy
I agree that it might be a bit OP with quick slash (Chopper doesn’t matter because knives insta kill anyways) but QS already got nerfed and it’s barely even noticable, also if you fight against someone who has already spotted you they won’t let you backstab them. But maybe there can be a cooldown like after performing a right click attack you cannot get a backstab in the next 5 seconds or something.

And at the same time, bat shouldn’t do more damage than knives and it still does. It also has the same range for some reason. It should do less damage but have a much bigger range like it would be in real life and buffing the mobility to 100% just seems right because it will no longer be one of those OP melees with huge damage like Katana and Kukri

Perhaps I just suck too much with the Blish then, I will try to practice someday :3

SNITCH is really easy to spot, while Aimee might seem fine in general, if you take Vassili you can see that except speed Vassili is better at everything. HB sensor has a radius and detects people through walls and you can get it to spots where it will never be found even with Bomb Squad, SNITCH must have direct vision with the enemy and really easy to spot if you play against someone who is at least level 10. There’s no merc that can counter Vassili, unlike Aimee which is countered by any medic (especially Aura). Vaseline has more health and cannot be 1 shot by the PDP (considering PDP doesn’t get a damage nerf) while Aimee can get 1 shot by it.
I think that the extra info (deployable info and enemy merc info) makes sense since SNITCH is kind of a camera. Also Aimee barely gets any xp for assisting with the debuff and it will be nice if all debuffed enemies are also spotted, ensuring a 100% spotted assist xp on every debuff assist and will make it pointless to hide until the debuff runs out because you will still be visible. EMP really makes sense since the debuff is kind of a lightning zap and it will be realistic and will make it so Aura doesn’t become OP against Aimee.
My main idea is to make Aimee harder to play than Vassili but to make up for the harder play she will be even more rewarding

I’m a girl so don’t worry about homo :stuck_out_tongue:

Nader can actually do up to 90 damage per nade, that’s enough to kill 25% of the mercs with only 1 nade. 2 nades can kill anyone except Rhino. And even if you don’t direct hit, you can just spam nades easily and leave the enemy on low health if with any health. Fletcher nerf is really minimal, you can detonate the stickies before someone picks them up and throws them away. It’s also much safer for them to shoot the stickies because it’s faster and safer

Revive falloff for Sparks is a great feature so she isn’t completely OP. Just get a loadout card with Get Up and you are good to go. To be honest, I prefer if the revive falloff stays (Sparks is my 4th most played merc and my most played medic so I don’t hate Sparks but I don’t want her to become OP). Changing damage to 70 will be a huge nerf to people who can aim and headshot (which is hard with the REVIVR) and it will be OP for bodyshooters. REVIVR is kind of a sniper rifle, huge reward if you headshot and a good damage on bodyshot but not too great.

I thought about giving Phantom more speed but he needs both speed and health, giving him a speed of a 90hp merc and keeping him at 110hp is a bit strange and since he can go invisible it might be too much. But I can edit the post and give him Kira’s speed while uncloaked but normal speed while cloaked. I’ll do it

I thought about a Proxy nerf but I couldn’t really come up with anything, I guess your suggestion is better than nothing. I’ll add it

Thanks for your feedback :slight_smile:


(Someordinaryguy) #5

[quote=“FrostyVampire;191765”]@Someordinaryguy

Thanks for your feedback :)[/quote]

I do have Cobalt 383 1st Gen :wink: But I would like to see other cards made a bit more viable.

About Fletcher, what you have in mind is more or less buffed Pineapple Juggler.

IMHO Phantom should have more speed while cloaked but be slower than his HP speed should be (sweet spot for me would be 100HP with a 110HP merc speed)This will make him more…Phantom-y, being able to get close quickly, attack and retaliate. I was also thinking about changing his primaries to a silenced pistol (similar to closed beta [if my memory serves me well), no secondary and melee. Or machine pistols+semi pistol+melee to fit run&gun lone wolf playstyle.

Fragger: Well he’s imho quite balanced, especially after the recent HP nerf. If anything, his Frag Nades could be a tad more powerful so it’s easier to clean rooms with them.

A voiceline he says when throwing could be played when he pulls the pin, but most players get smart and run when they see this Vermont chef cooking :wink:

Speaking of cooking, Thunder cooking his nades would be sweet and also kinda a nerf

Also about Aura: It would be neat if you could blast it with 1 point blank shotgun/sniper/nade shot (and reduce “healing cooldown” to 1s to compensate for it)


(frostyvampire) #6

@Someordinaryguy
Yeah but PJ was removed in 2nd gen cards and even with this change it will be a useless perk because it affects 1 merc, there shouldn’t be augments that counter only 1 merc. It would be nice to have as a feature for everyone and I can promise you that it will rarely be used, I was thinking about nerfing Fletcher’s stickies to do 50% less damage while midair and do 100% damage only after they’ve been on the ground for 1 second, should I do it?

Phantom needs his health because he is a frontline fighter, but you know, we can’t see if these changes will really balance him until we test it ingame which requires the devs to do it

Fragger is not balanced, he is still completely overpowered if you learn to time the grenade. Adding a cooking sound that will be heard by nearby players will alarm them so they can react to it and possibly will balance him. Also a good Fragger won’t let you see him cooking it, he will hide in a corner and move out right before throwing

And then we will have no reason to use Thunder over Fragger. I prefer Thunder without cooking

Remburg already can 1 shot health stations. I’m pretty sure Nader’s nades can too if you direct hit (haven’t tested it out so I can’t confirm), adding more 1 shot options would just suck to all the Auras there. As a main sniper and Remburg Proxy (no hate please) I think it will be OP and shouldn’t be a feature. Most of the time I just melee deployables, 1 right click + 1 left click and any deployable (except sentry with Steady) is destroyed, you can even hit a health station twice with a left click cricket bat (if they don’t nerf the damage like I suggested) and destroy them


(AKULA) #7

yeah timik i like that gun i like AK platform weapons( AK47.AK12 …etc) and such a same that splash damage is not doing anything to properly balance that gun

i think to add to your opinion it should do 17 damage
500 rpm
30/60
with more recoil and spread

just like aks out there high risk high return

k121 lmg i think that gun also needs some more improvements
i think it should do 18 damage

520 rpm
65 rounds / per mag …

i think thunder is a one who needs complete rework

i think he should have a same mobility and health as skyhammer or just higher

in my opinion he should get a gadget that is a trap but it actually disturbs the enermy but not kill them like a flash mine or even a tripped mine that doesn’t explode and take you out but stuns you and gives a debuff with small amount of damage but like i said doesn’t kill.

he should also get emp effects back to his grenades

and here is the thing tactical grenades should have less cool down and needs to be able to be carryed in more numbers

i agree with your phantom rework ideas
but i think he can maybe get a heartbeat sensor like one vasili has

anyway nice post keep the good work ! ^ ^


(WaffleMonster) #8

Adding stamina to a movement based game like this would be awful and would only encourage more passive play.


(frostyvampire) #9

@WaffleMonster
It’s just an idea so people stop spamming spacebar with their shotgun Proxy.
Nerfing accuracy won’t be enough.
But I don’t mind if stamina only affected jumps


(BananaSlug) #10

changes to kira are useless

its very visable, it reserts when you get shot, it resets too anyway because they ground isnt flat

its very easy to predict fragger with his nades, if he hides behind corner in the middle of fight, simply walk away, or quickly follow him

the only thing about phantom that i want right now is to revert the cooldown nerf and make the emp separate ability

an why would you even touch mercs like kira, she ia one of the most balanced mercs that i know


(frostyvampire) #11

@BananaSlug
It’s kinda hard to see the laser in some places (especially on Execution: Market with the spawnkills), making it a bit more visible could be nice.
It doesn’t reset if you get shot, at least it didn’t for me from when I played her. Only on Arty

I know how to avoid Fragger’s grenades but the sound will help new players. Think about the noobs, they are humans too

Even if this happens, he will still be useless. Also he needs a spotting ability to match his role of being a recon and he REALLY needs a buff to his armor so he is more sneaky and we need to give him extra speed to make him a better Katana merc over Kiratana. Kiratana shouldn’t be a thing that works, but Phantom Katana should be. I don’t mind even if they make Phantom only able to use revovlers and Katana (kinda like the Spy from tf2) because the Katana is good enough for him. For Kira however she will be useless without weapons


(BananaSlug) #12

@FrostyVampire people can learn, if they can that mean they are just stupid,
i liked phantom before update, now he is pain in the ass to play, and i really dont want annoying little shit that is invisble

and how do you want to make him usefull by making him spy from tf2?
WHAT THE FUCK IS GOING ON WITH THIS KATANA FETISH, I HAVE ENOUGH OF THIS SHIT HE HAS FUCKING GUN


(ClemClem7) #13

To predict Kira spawn laser on market, you just need to look at the right place. Unlike arty, his marker don’t show on the ground but at the place you aim with it. Look at the place Kira is aiming before go to the spot.
Make it more visible won’t change anything. Good Kira never put it on the ground.


(frostyvampire) #14

Update
Since the latest update nerfed the burst rifles and buffed the “worse” pistols I removed the ideas for those.
I will still keep the PDP change because lowering the clip size is not the nerf we needed (in my opinion)

I wonder if the developers read this thread :open_mouth:
The damage buffs to S&W, Deagle and Cauldren are exactly what I suggested on this post.


(Orivar) #15

[quote=“FrostyVampire;191674”]
-Change speed while uncloaked to 440 (same as 90hp mercs) and while cloaked to 410 (his current speed)[/quote]

Oh hell no.


(neverplayseriou) #16

“Fragger is not balanced, he is still completely overpowered if you learn to time the grenade. Adding a cooking sound that will be heard by nearby players will alarm them so they can react to it and possibly will balance him. Also a good Fragger won’t let you see him cooking it, he will hide in a corner and move out right before throwing”

Yea, lets casualise fragger cause people are to stupid to adapt to spawn nades or can’t realise fragger has been around a corner to long to be reloading and is just cooking his nade…

Fragger is perfectly balanced especially considering his nade gets absorbed by one merc/object a lot.


(hoyes) #17

Fragger imo did not need the hp nerf as his frags arent actually that strong. They usuallt kill only one person as the damage for some reason doesnt go through enemies. Fragger was supposed to be the goto killer class and after the.nerf he seems a but overshadowed by thunder in the 1v1 department. The probable reason for the nerf was to make thunder a more viable choice over fragger, which is stupid imo. They need to either buff his hp again or reduce his hitbox and.increase his speed a tad.


(BlazinFox) #18

I will disagree with only a couple of things.

Timik- DPS increase will be fine. The rest of I disagree with. Fire rate would kill the timik. Same with ammo count. Also why make the recoil worse AGAIN they changed it to what it is now because it was wayyyy too hard to use. It was hard enough for me to even learn to use it

Aimee- vertical range, the cool down reduction and the destroyed penalty I can agree with. Medics are supposed to counter her. You can’t get rid of her one real medic counter. That’s just too unfair
The snitch is no longer a camera really. The main reason why it need LOS is because of the fact the the snitch itself needs to see. I guess because it is its own ‘sentient’ being.

Stoker - his Molotov is fine as is. I have over 40 ours with him and I know that is Molly is not an easy way to kill a lot of targets. I’ve found to throw it into a large group to weaken them. Then finish them off with your gun.


(frostyvampire) #19

@BlazinFox
Timik:
That’s usually what people do to AK’s in other games. Give it high damage but hard recoil control.
M4 will be easier to use because of the higher firerate and better recoil but Timik will be more rewarding because of the higher damage per bullet and higher DPS.
They can’t change DPS without changing either damage or fire rate and buffing the fire rate would make no sense. Also it will be dumb if the Timik does more damage per bullet AND has a higher firerate, this is why it should be reduced

Aimee:
Aura counters Aimee too easily. Unlike Vassili which has no counter at all (maybe Phantom but that’s still questionable considering nobody plays him). Even with EMP, Aura will be the best counter to Aimee, she just won’t act like Aimee’s god which makes her SNITCH completely useless because the health station will have to be placed outside if SNITCH’s range. Also it makes up for the nerf to the debuff time to 5 seconds
About the camera thing, I said it’s optional and not really needed. I just think it would be a nice feature and if it’s not too difficult to code then I don’t see why not add it.
You haven’t said anything about “debuffed players are also spotted and the other way around”.

Stoker:
Panic molotovs need to be nerfed. His main purpose is area denial which he is perfect at. He shouldn’t be awarded with cheap kills
If you direct hit a merc with under 100hp, they are dead. I don’t see why it should do more more damage than 50% of their health. I see why it should kill people that try to run over a molly but panic molotovs shouldn’t be so rewarding


(JJMAJR) #20

My thoughts:
Aimee debilitates enemies on headshot instead of via camera. Then, put the M9, the Selbstadt, and the Empire-9 as her new secondaries. This would make her a spotter with what could be an assault rifle sidearm in a sense, which in my opinion is less annoying than a camera that is way too easy to discover on the account of its debuffs being drastically different than other recons.

Stoker is fine. You die to a panic molotov that just means that you either suck or you are the most important target, in which they would be killing you with extreme prejudice regardless of the character you are using.

The Timik is unfortunately going to suffer way too much if it’s a high-DPS!recoil weapon. Burst rifles put that thing to shame.