~skip this if you don’t want to read a cheesy intro~
first off my name on steam is obamacares. I don’t know if these forums choose your name for you but I certainly did not purposely choose " debonairrogue "
here are some requests I have. some are for balancing, others are for content, and others are for fun. i’ll give a reason for every tweak and addition I have in mind as to not make some people wonder - "what the heck is this guy on about? "
and some changes may sound like complaints, which they are. but as to not be castrated by the community, i’d like to point out that I love this game. Got it a few days ago and and scraped up a few golds and silvers ( along with those beautiful alienware cards ) and I must say, it’s the most fun I’ve had in a long while. with the 700 hours I put into bf4 and 300 I put into bfh, this is certainly refreshing and I can see myself playing this game a lot more. Already invested into it by buying the sharpshooter and deployables bundle.
some of you may think this is coming from a newbies prespective, and while I did start the game recently, I already researched a lot on it and quickly improved my aim to be a highly competitive player (br-16 and stark ar are so good when you get headshots ) ,although I must admit sometimes I don’t " ptfo " enough. so this may be coming from a newbie, it certainly isn’t coming from a person who is completely oblivious on this games mechanics and design.
now onto my suggestions:
first the mercs
new mercenary:
brawler :
this is a very muscular Russian escaped convict. His primary choices are only assault rifles, which include : stark ar, br-16, ak47, and m4a1 ( if they are added in game, he also would use the famas and hamr). he only uses heavy hitting secondaries such as the revolvers and deagle, and shorty if it is added in game. he has 150 health and a movement speed of 370
his special ability is called “fists of fury”. when q is pressed, he puts his primary away and brings out his shiny brass knuckles ( brass knuckle color changes depending on camo ). these knuckles have too modes.
1 - if right clicked, he does a fast swing that deals 29 damage but has the fastest rate of swinging per second, double that of the knifes. . if left clicked, he charges up a powerful swing for 2 seconds before releasing it into the face of his enemy. this attack has a much smaller hit box than right clicking, requiring one to be more precise with it. deals 150 damage.
his other ability is " armour lock ". holding down e will cause him to completely stop moving and go into a state of " armour lock ". during this state he stops moving and is unable to perform any attack, but is able to perform tasks such as arming or disarming bombs, etc. He is invincible in this state, and it can last up to 10 seconds. however, when performing tasks such as arming bombs, this is reduced to 5 seconds. and if he holds armour lock too long or enough to run out of it, it will damage him causing 70 damage.
reason: I really want a class that lets me punch people to death. plus his armour lock would be very useful for his team or the objective. a player using him in a smart way could be the reason his team wins
balancing changes: ok I might get shite for this, but hear me out
buff:
1- bushwacker. his turret is not good enough. and i’m not talking about damage. the damage is fine. it’s the range and health. it is way too easy for someone to take out his turrets and placing one with a more open view ( such as the long street on chapel ) means he will both instantly die, and never lock on to anyone. i’d like both its range and health to be tripled, because right now he isn’t very viable. He’s basically the arty of the deployables. I mean I could use a rhino and pretty much be a more effective, more damaging, mobile turret with more health
2- arty. There isn’t too much wrong with him, it’s just that his artillery strike is pretty much garbage. And i’m fine with him having fire support that isn’t as good as skylanders, because he gets to use more of it more often, but the amount he gets to use isn’t enough. it’s ammo count should be increased by 2 ( the same way nader gets 5 grenades )
nerf:
1 - rhino. I’m fine with a tank class that has lots of health and deals lots of damage, but something like that should be punished heavily with movement. And yes, he does have the lowest movement speed of all the mercs it isn’t low enough. With the melee out rhino can reach the objective right behind every other merc, and can even fairly easily flank. and once he gets a flank, boy does he get some streaks. i’d like his movement speed to be reduced to 200, no more than 250. 350 is just such a tiny movement punishment
2- phantom. Oh boy I hate this merc. Even though he does lead to some adrenaline pumpin moments ( like the one time I faced one mono e mono with my carbon knife as kira and won ) he is more annoying and op than useful and balanced. these changes can be seen as both a buff and a nerf, because my idea is to balance him more around stealth, and not a tank that has a somewhat invisible cloak that is still really easy to see
1- lower his base health down to 70. having a character that can easily ohk should have some sort of drawback. this is it, but his cloak effectively reduces this value
2- no more invinvibility. Instead of having him be invincible, have him take a 70% damage reduction while cloaked. this way his 70 health isn’t going to deter people from using him
3- In order to perform any attack, he should have to decloak first. that way if he’s spotted by someone they still have a fighting chance because first he must take off his protective shield. the point of his class is to infiltrate and kill in the shadows, not go behind enemy lines and just continuously stab people even though the whole team is shooting at him. BUT, he should still be able to arm objectives while cloaked. But, it take 1.5x longer to arm an objective while cloaked, that way it will run out before he is finishing doing what hes doing so he has to be more smart about it
4- decrease the hit box of the katana a little bit. Right now its hit box is too large. you can completely miss and still kill someone
5- makes his invisibility actual invisibility. he is super easy to notice ( at least compared to what one might think ) in
order to make him a more stealth oriented class he needs to have better invisibility. the way this should work is:
he is 100% if completely still
he is 98% invisible if just walking
he is 95% invisible if sprinting
6 - if shot in the head once, his reactive armour runs out completely instantly. meaning:
-snipers can 1 shot him while cloaked. but it will be hard since he is practically invisible
-if someone notices him and is shooting at him to no avail, simply shoot him in the head to remove his reactive armour and finish him off ( again, no easy task since he’s mostly invisible )
- he will need to wait for his cloak to reacharge again before cloaking if shot in the head since its instantly depleted
this way he serves the purpose of actually infiltrating, performing objectives his teammates cant, and take out high value targets ( a visilli that is getting headshot after headshot for example ) instead of being a ohk tank that happens to be somewhat invisible
it was long, but there are some pretty good ideas. what did you guys think?