@Dysfnal the damage would be reduced through the walls…
New merc "Quake"
You would have to completely disable it; there’s no counter to a quake station on the opposite side of the wall, you can’t plant C4 and take that much damage. A Bush turret (which has 30 DPS mind you) will kill any engie before they plant
EDIT: 60 DPS, not 30
I might be a bit late to respond but what do you think of giving the merc these mini ammo kits instead? http://forums.dirtybomb.nexon.net/discussion/24026/new-ammo-ability-idea#latest
Thought it up sometime ago, it was only an idea and it never gained traction so maybe you can use some of the ideas I put out?
Thanks, maybe you can use it for your next fire support creation or something…
@sgtCrookyGrin I think I will.
But how much ammo does it give exactly per pack?
How many packs do you have?
And what are the advantages to a regular ammo pack?
Should give one magazine, you get 5 packs.
The advantage is lowering the cool downs on your teammates, it has the lower cool down effect from a direct impact a regular ammo pack gives but instead you can spam it on friendlies to lower their cool downs very quickly. Imaging Fragger tossing a grenade every 8 seconds instead of 17, he gets 2 nades every spawn wave. Same applies to a fire support, medic, engi, assault, you name it. Issue is that you can’t resupply your team efficiently at all and thus need a ammo station to do that.
Oh god no, Fragger grenades are cancer if well placed already. Part of his weakness is that cooldown. Remove that and he can mow people down at twice the rate. Not to mention every 20 seconds you see another Skyhammer jet. That is not a good idea at all. Cooldowns have their allocated cooldown for a reason.
Did you know that you can instantly lower the cool down of Skyhammer’s airstrike with the help of other ammo pack mercs? The reason it doesn’t happen is because it’s rare to see teamwork like that and it’s generally hard to organize that situation unless you’re in a party.
It’s still a horrible way to replenish ammo and doesn’t work for you unless there is another merc with that ability on the team. It works at a little over half of the regular ammo packs effectiveness because it’s useful in niche situations, guns still require skill and usually most fights start and end as such because of the games mechanics.
@Fyrix you would have to pocket them in order to have that effect, and at that point, you might be better off helping the Fragger out by shooting
You might be, but if that doesn’t make it any less cancer for abilities which have designed cooldowns for a reason, halving them would be insane with the level of power they have.
@Dysfnal I have to agree with @Fyrix , those abilities have long cool downs because there powerful, if you remove the cool down mercs like fragger, kira, skybro, arty etc would be really OP…
I understand why this is an issue, but I personally don’t think it’s as big as you guys think.
@Dysfnal kira and arty would be able to disable the EV 2x as fast as before.
Stoker could complely block off routes for most of the time.
Assuming that this merc is hugging the Stoker, Arty, Kira
Meanwhile you could have a second fire support sending bullets down range and using THEIR abilities
This kind of exploit already exists with a double sky/arty comp, just constantly exchanging ammo packs, people don’t really use it because it’s not that good