obamas advice


(debonairRogue) #1

~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?


(debonairRogue) #2

now onto additions:

weapon attachments: before I get accused of “trying to turn this into cod” hear me out:
each card can come with 1 or no weapon attachments for either primary or secondary weapons. these attachments will aim to improve or *change ( *meaning it is an improvement depending on the players preferences ) a weapons charecteristics. They will obviously be balanced so a player doesn’t get that much of an advantage over the opposition. these aren’t customizable as with the rest of the things in the game, because they come preset with whatever card you obtain. They will work in a similar way to augments. also, there may only be one attachment for one weapon in each card. meaning, if your secondary has an attachment, your primary doesn’t. etc, etc
reason for this idea: there aren’t too many weapons in this game and this would be a cool way from varying each weapon model. for example, one m4a1 may come with a eotech sight while another one may come with a foregrip while another one is bone stock.

attachment ideas:

optics: This would be such a cool idea for both adding more content and varying different cards and weapons from each other. these wouldn’t make any one gun overpowered for many reasons:
1 - hip fire is already basically an rds (especially if you change your crosshairs color and to dot only like I did ) and hip fire spread is pretty much nonexistent on almost all weapons. aiming down sights in this game is only useful sometimes, so this would either serve as a novelty on some weapons or a attachment that gives you an miniscule edge on the opponent in some situations
2- the blishlok has one. while an amazing weapon, it is very balanced in game.
ideas for sights:
really the devs can choose any from the plethora of sights out there, but I’m just gonna put out there a few sights that are very popular and have been featured in many games
1- the coyote sight. or as some of you may know it, the blishlocks sight. its already in game, I know, but I want to see it on more than the blishlock
2- eotech holographic sight
3- mars sight
4- kobra sight
5- also, as an added bonus, please make a variation of the blishlock have iron sights

reason for addition: I noticed the blishlock had an rds sight, and It made me want to use that sight on other weapons. I also fancied trying the blishlock with iron sights

foregips: This would overrall lower the amount of recoil a gun has while aiming down sights. this would probably aesthetically manifest itself as a vertical or angled grip.
reason for addition: some guns have so much recoil while aiming down sights that it’s much more viable to just hip fire even at longer ranges. for example: the timikonov (I think that’s what its called. heck whatever, ak47 ) (attachment obviously only applies to anything that isn’t a pistol )

acog sights: straightforward. a 2 - 3x sight (why not 4x? well because if my judgment is correct the actual snipers have a 4 - 5x scope ) that drastically increases recoil while aiming down sights but give lots of zoom , allowing easier long range kills if bursting or tap firing
reason for addition: it would be cool to snipe people with an ar or something of the sort if dillagent enough. ( this attachment only applies to full auto primaries and snipers )

extended mags
: increases mag size by 10 rounds but also increases spread.
reason for addition: I find smgs to in some cases not deal enough damage to justify the amount of ammo they have per mag. ( attachment only applies to smgs and secondary’s )

full choke: increases damage and damage drop off but tightens the spread. meaning ohks at longer ranges are possible and you can one shot a fragger if close enough, but one needs to be insanely accurate
reason : it’s sometime really irritation to be 6 feet away from someone, shoot them straight one with the shotgun and only take away half health ( attachment obviously only applies to shotguns )

extended barrel: increases recoil for both hip fire and aiming down sights, but decreases spread. somewhat useful on some weapons such as the m4a1.
reason : honestly this isn’t really needed but it would be cool lol (attachment only applies to pistols, rifles, and smgs )
that’s all my attachment ideas. If these are too be added, they would be added into new cards meaning ones you currently have are untouched. Although I think that’s just a given.

Gun ideas
:
Famas ( or whatever splash damage decides to rename it in game )
low damage, high rpm ar. shoots at 1000 rpm so its the fastest shooting weapon, but it also has the second highest vertical and horizontal recoil in game, and is the only assault rifle to have spread so bad that the bullets don’t actually go where you aim after prolonged firing. Also has the worst damage drop off of all assault rifles

HCAR :
high damage, low rpm weapon. shoots at 450 rpm, but can 5- 6 shot body shot an enemy. also has the highest vertical recoil of any gun in game.

fmg9 :
low damage smg with 900 rpm. lots of recoil, most spread out of all smgs, and worst damage drop off

G18:
full auto machine pistol. high recoil and low accuracy, but unlike other machine pistols it deals the most damage per shot. call it the " deagle " of the machine pistols

shorty shotgun:
secondary shotgun that can deals 80 max damage ( meaning it can only ohk aura and sparks and only really close up ). isn’t as useful if you run out of overall ammo as machine pistols or pistols, but really good for finishing up cqc targets

aa12 :
basically the same stats as the shorty shotgun, except it is a primary and fires at 300 rpm. plus it only has 4-5 round per mag (for balancing reasons )

HAMR :
a weapon that starts out shooting at 800 rpm, but over time slows down to 550

I only chose these guns because I felt that they would bring something interesting to this game.


(frolicsomeCrane) #3

I’ll get the scissors or whatever castration is done with.


(Frogteam) #4

[quote=“debonairRogue;14299”]
brawler :
His primary choices are only assault rifles, stark ar, br-16, ak47, and m4a1. He has 150 health and a movement speed of 370 [/quote]
Sounds like his melee options would be very useless (back to that later). He’s even slower than a fragger, he wouldn’t be able to catch up with any enemy except for Rhino, and running slowly at a Rhino is a terrible idea. Other than that his weapons and health put him into a very similar position to Fragger, just slower.

[quote=“debonairRogue;14299”]
his special ability is called “fists of fury”.
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.[/quote]
Giving a merc with the second slowest movement speed in the game so far a special melee which would logically have about the shortest range doesn’t seem ideal to me. And a 2 second charge melee? First of all the time to kill in dirty bomb is far below 2 seconds, if you can catch up to someone that is guaranteed to be faster than you, then charge a melee attack for 2 seconds without them walking away or shooting you in the head while you can’t retaliate, and then hit the attack I’ll be impressed. The only time you could pull it off is if you managed to sneak up on someone, at which point shooting them in the back of the head with the BR-16 is an infinitely better plan. Phantom works because he has a long range melee, stealth, and isn’t a complete snail.

[quote=“debonairRogue;14299”]
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.[/quote]
So a merc who can plant or defuse c4 with complete invulnerability. And balancing something like that with “if he messes up he’ll take damage” is just poor design, the good players won’t be punished. I strongly dislike the armor lock idea, so can someone else please try to give some better reasons an ability like that doesn’t fit in a game so well built around mobility.

[quote=“debonairRogue;14299”]
1- bushwacker 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[/quote]
The range is fine, you shouldn’t be placing it in large open areas, put it around corners and in alleys, awkward positions, not areas where it can be destroyed from all sides. The health could use a small boost, or not, I don’t care much either way, fighting them with the Dreiss is a pain so I just drop air strikes on them, take another route, or corner shoot them for way too long. That said, tripling the health is complete overkill, 20% buff I could see, 200%? no thanks.

[quote=“debonairRogue;14299”]
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 )[/quote]
Everyone seems to think Arty needs something more, maybe they’re right, but honestly I don’t know what he needs. Would another salvo be nice? Sure, probably not 2, but I couldn’t see adding one hurting, it would make him even better for destroying EVs and objectives though, with his short cooldowns.

[quote=“debonairRogue;14299”]
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[/quote]
Rhino is fine, he’s slow and loud, without support he’s easy to take down fast, if your team is getting flanked by rhinos and they aren’t noticing him spin up before he starts to melt you, it’s the teams fault, not his. I’d rather a Rhino trying to flank me than a fragger.


(Frogteam) #5

[quote=“debonairRogue;14299”]
2- phantom
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[/quote]
At 70 health two sniper rifles and all shotguns can kill him with one bodyshot, and he has a relatively low speed. Weapons will melt right through him, he won’t even stand a chance against aura’s.

[quote=“debonairRogue;14299”]
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[/quote]
Why make him more oriented towards stealth, if you’re going to require a decloak. If this phantom is spotted at all, he is dead, he has no health and even his shield just slows down damage for a second. If he has to take a second to turn off his cloak he’ll be gunned down immediately. Remember that part about being completely invulnerable while planting/defusing? Now we’ve got a 100% invisible merc doing the same thing.

As for the second point, I agree that the hit box and hit time of the katana are a little buggy, and should be adjusted.

[quote=“debonairRogue;14299”]
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[/quote]
I’m not sure how to imagine 95% invisible, but I’m going to assume it’s pretty close to invisible. I feel like this just drives phantom in the direction of what everyone dislikes about him currently, a merc that comes out of completely nowhere to one hit low health mercs. Making him harder to see with lower health just makes him a suicide stabber, he walks in, completely invisible, stabs a medic (or is seen decloaking and instantly gunned down because he has no health), and is immediately gunned down because he has no health

[quote=“debonairRogue;14299”]
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[/quote]

If 95% invisible is as invisible as I’m assuming it is, good luck getting that headshot. If it isn’t as invisible as I thought it was, he’s even easier to kill than he already was.

I’ve tried to respond to most of your ideas in as logical of a manner as possible, many of your ideas weren’t bad but simply didn’t seem to make sense in a game like this. I hope I haven’t offended you, but I thought you might want a full response from other players so you could adjust your ideas and get a second opinion. If I think of anything I left out I’ll edit them into the end of this post or the last. Thank you for taking the time to read my response.


(Fleshpound) #6

Weapon mods:Bad idea since that game doesn’t need it. I just say that who the hell needs sights

for most of the guns.

Brawler idea:He would be worse than Arty.

His first abillity is a fail since it can work only on slow or camping/defending enemies like in Drug Sample Bridge zone.

Second abillity:Another fail since most of us could not fail on that “too long and you’ll get damage”.

Bushwhacker is good as it is. He is meant to be a good on inside places to actually defend or surprise enemies.

Arty:I guess that 1 extra ammo for that abillity do not hurt balance too much(but 2 does).

Rhino:Nope

Phantom:None of those changes would work on balance in good way.

Weapon plans:Famas would be a little interesting on Aimee/Red Eye/Arty but not for everything else.

Rest needs a huge balance.


(Rjsto) #7

There’s a subforum for merc suggestions over hiar
http://forums.dirtybomb.nexon.net/categories/mercenary-skin-suggestions


(debonairRogue) #8

obviously my suggestions would need lots of tweaking
and I only wanted my merc idea to have slow movment speed and long charge up time to avoid another phantom scenario where one could charge with an ohk melee weapon

thanks rjsto ^


(Ghosthree3) #9

Nothing like some clickbait.