[Patch Notes] Meet Sparks


(Daergar) #61

[quote=“Szakalot;30053”]Managed to make this:

very curious about whether potent packs make any difference @MissMurder Something like 10 more hp would be nice.

Getup seems useful either way, does charging up the lazor give you full hp revives? esp. on Fragger, Rhino etc. i imagine you’d want as much HP as quickly as possible[/quote]

Made the same bronze card, always good to be lucky!

Potent packs is obviously rubbish since the starting hp per pack is so small. It should be 50% to even be noticeable.

Getup is extremely awesome, you don’t need a full charge to get a 100ish merc up fully.

Just tapping a downed merc gets them up with a whole lot less, don’t know the actual number but it felt even less than a tap-paddle revive?

Fully charged, I don’t know the max hp given without Getup.

Can we please get number statistics on the loadout pages any time soon? Graphical bars are very cute, but utterly useless when trying to understand new mechanics, let alone figure out things that are not even listed or explained. Please.


(Lumi) #62

[quote=“Ardez;30132”]

People had been complaining about the revive system for months. They nerf revives and they get new complaints. SD just can’t win with this crowd. :smiley: [/quote]

Actually, there is not any incentive anymore for medics to rush a downed teammate and revive. Because the one second getting up is enough time for the enemies to aim at your head, while you are immobile. Meanwhile you’re stuck in an annimation that focusses on your ass getting raised while you miss out on most of the action. By the time you got the FPS view back and found out where the ennemy has moved, you’ve been headshot already.

First of all, I think the revive time should be proportional to two things. Amount of defib charge and total HP of merc revived. Obviously the higher defib charge, the lower the recovery time and the higher the mercs total HP, the longer for the merc to be raised.

Second, I believe that the delay implemented should allow the revived merc to move and see in FPS view, even if he/she can’t shoot for the reviving time. Because right now, it’s a lost game to try and get back in the game if the revive is mid fight.


(Szakalot) #63

@Lumi good points. I actually conceede the point you quoted, I don’t think you are invulnerable anymore : once you can move - you can get hit.

I still don’t think reviving is useless, its just that it has to be a little more tactical, rather than everyone running around reviving each other. or you can use sparks and revive from safety.


(Ghosthree3) #64

This. Reviving is still important, but it’s not a stupid game breaking mechanic any more.


(Lumi) #65

This. Reviving is still important, but it’s not a stupid game breaking mechanic any more.[/quote]

I don’t understand why people see it as gamebreaking mechanic! Same for Aura’s station. If healing is supposed to be part of the game, then it’s supposed to be efficient. That’s exactly the point. People need to prioritize killing the medic before anything else. But right now, I just have to care about killing whatever is shooting at me… Less tactic involved.

And why should a game mechanic that favors a new merc (Sparks) favoured when it removes the efficiency of older mercs (Aura and Sawbonez). Are we going to see gameplay changes every update that renders the newest merc the most useful of them all while at the same time diminishing old mercs effectiveness?

EDIT: Did someone else notice that teams don’t shuffle anymore in between Objective games. Only manual team switching works. But teams stay constantly the same…


(Ghosthree3) #66

Rez chaining was ridiculous I don’t care what you say.


(creamRaven) #67

These drop rates are rediculous lol and same goes for the tradeup since u want a specific card.


(powi_) #68

hmm i also think reviving was too overpowered. i mean if u had a team with 2 or more auras… it was nearly impossible to kill that team, the auras can be so fast with the revives, u dont have time to gib.

maybe we will need more changes, but its a step in the right direction i think.


(Lumi) #69

Way to go on the constructive argumenting… Writing something the way you did is removing all credit to your opinion…


(Ghosthree3) #70

I tend not to write long posts explaining my reasons when the post I’m replying to is dumb. Sorry.


(Lumi) #71

I tend not to write long posts explaining my reasons when the post I’m replying to is dumb. Sorry.[/quote]

This is simply not true. Any opinion backed with arguments, even when different to your opinion cannot be dumb. It’s just someone elses opinion. What shows lack of intelligence is someone who discards someone’s opinion by advancing that their own is the best and that the other is ridiculous, and this without even argument as why they feel the way they do.

Please do me, this forum’s community and any forum’s comunity for that matter a favor and either start defending your point or stop commenting altogether.


(Lumi) #72

[quote="_powi;30570"]hmm i also think reviving was too overpowered. i mean if u had a team with 2 or more auras… it was nearly impossible to kill that team, the auras can be so fast with the revives, u dont have time to gib.

maybe we will need more changes, but its a step in the right direction i think.[/quote]

Where I think your complaint is wrong, is that you complain that Aura’s keep revivng fast, but you don’t stop to think that Aura’s are the first targets you should focus on?

I played a game once where I was the only medic from my team and I did plenty of revives. 5 min into the game, the opposing team starts realizing this and they just started marking me as target number one. I kept on dying first and my team shortly after. There was nothing to be done.

Imo, revives weren’t OP, people just forgot to kill the medic first because the medic wasn’t shooting at them. And then people complain that revives are OP, when the issue isn’t the reviving, but killing medics. That’s why I still believe that sawbonez has too much HP for a medic and I welcome the fact that Sparks has only 80HP, just like Aura. Medics should be weak, so that they can be taken out quickly. And revives should be effective, so that killing medics becomes a priority.


(Szakalot) #73

[quote=“Lumi;30589”][quote="_powi;30570"]hmm i also think reviving was too overpowered. i mean if u had a team with 2 or more auras… it was nearly impossible to kill that team, the auras can be so fast with the revives, u dont have time to gib.

maybe we will need more changes, but its a step in the right direction i think.[/quote]

Where I think your complaint is wrong, is that you complain that Aura’s keep revivng fast, but you don’t stop to think that Aura’s are the first targets you should focus on?

I played a game once where I was the only medic from my team and I did plenty of revives. 5 min into the game, the opposing team starts realizing this and they just started marking me as target number one. I kept on dying first and my team shortly after. There was nothing to be done.

Imo, revives weren’t OP, people just forgot to kill the medic first because the medic wasn’t shooting at them. And then people complain that revives are OP, when the issue isn’t the reviving, but killing medics. That’s why I still believe that sawbonez has too much HP for a medic and I welcome the fact that Sparks has only 80HP, just like Aura. Medics should be weak, so that they can be taken out quickly. And revives should be effective, so that killing medics becomes a priority.[/quote]

I don’t think the game should always require you to take out ALL medics first.

Now taking medics out is still an advantage, but no longer the winning condition for the battle.


(DB Genome editor) #74

I was wondering about that too. How does faster regen rate works with inst-heal packs?!? :confused:


(Lumi) #75

You’re right it shouldn’t be the sole condition. Unless the opposite team is fully composed of medics (unfortunately I’ve seen it happen, yes…). But, I’d rather have instantaneous revives with a shorter or no immunity at all than what is currently used. As it really slows the speed of the game. Revives used to carry a momentum with them, now it just feels like a wet firecracker. You lit it, but the result isn’t what you expected…

And while on the subject of what I don’t like, the new defib sound is terrible. I liked the old one, although I guess it’s a temporary fix for the looping audio bug?


(sharpSubmarine) #76

Very good patch, just played a little earlier. Interface and the new options for quikmatch are a very good feature and feel much better than before.

I’ll have to try Sparks, didn’t unlock her yet, but seems an interesting new way to play medic which I main with Sawbonez, so YAY!!

Only negative thing really is the Dreiss little nerf… was that really, really, REALLY necessary? I know it’s just a little nerf in reload time, but I still don’t understand it.


(GregHouseMD) #77

While the revive change was probably necessary, the way it currently works is a bit confusing, visually. View should snap to first person when you’re first revived, not once you’re back up. In my opinion, anyway.


(hiddenPalisade) #78

so the nerfs come as like a pre foot note with zero explanation…best of all u nerf kira and bushwacker…the two mercs that don’t suddenly spring to mind in terms of game balancing.


(Ardez1) #79

I think I agree at least with the Bushwhacker Turret nerf. It had 170 health with the 22% turret hp augment. Now with the augment it is up to 146.

It isn’t a huge nerf, only 1-2 bullets more(from a primary). With the way Bushwhacker is dominating the competitive scene he needed some sort of nerf.

As far as Kira goes, the CD increase is hardly noticeable with the power of the ability.

Who would you suggest does need balancing?


(Lumi) #80

[quote=“Ardez;31439”]

Who would you suggest does need balancing?[/quote]

Well, I’ve always been a partisan of nerfing Nader and I’m going to keep saying she is OP as long as they don’t, especially after all the past buffs. And I’m going to keep using it as long as she’s OP. But let me specifiy what kind of OP. It’s similar to Arty’s dreis precision, not OP in itself but in the hands of skilled player, just too deadly. Same goes for Nader. Just yesterday I had an execution match in which I killed 5 players in under 5seconds, including a turret, healing station and a rhino… Just too easy to chop off damage with her nades and then a good dose of dps with her primary to finish it off.

Other nerf would be the snipers in general. As I don’t mind there being very little sway, I do have a grudge though against the lack of total recoil. A sniper rifle is a weapon with heavy kick and yet it barely moves after each shot. It should be hampered somewhat.