Phoenix ROF Change


(Sun_Sheng) #1

I’ve been playing Phoenix a bit recently and using him primarily as a reviving med. As such, i’ve been mainly giving support fire and gibbing where needed and, one of the things i’m finding is that i’m running out of ammo ridiculously quickly.

Would it be feasible/worthwhile lowering the rate of fire but increasing the smg damage so ttk is the same as it is now, but uses less bullets?


(Szakalot) #2

I think its good, encourages nice merc balance, and sticking to your ammo provider.

Other mercs that run out of ammo terribly quickly:

  • fragger
  • bushwacker
  • red eye

Frankly, I wouldn’t mind cutting everyone’s starting ammo supply by half-a-clip, to further stress reliance on Fopses, like in RTCW or W:ET


(Glottis-3D) #3

[QUOTE=Szakalot;512705]I think its good, encourages nice merc balance, and sticking to your ammo provider.

Other mercs that run out of ammo terribly quickly:

  • fragger
  • bushwacker
  • red eye

Frankly, I wouldn’t mind cutting everyone’s starting ammo supply by half-a-clip, to further stress reliance on Fopses, like in RTCW or W:ET[/QUOTE]

i like this.
more valuable fopses, more usage of secondary.


(spookify) #4

His ROF is what sets him apart… Smooth nerfed him a few months back by changing his damage to 8 instead of 9… This made him useless… His heal and self resurrect is also useless…

SD, You want to fix Phoenix! Here:
Damage to 9
Self Heal Time Half of Current
Ability: Self Resuurect if not gibbed can Resuurect on Squad Leader or any member of FireTeam.
OR
Ability: Self Resurrect Random Location Midway between death and spawn.
OR
Ability: Self Resurrect Option to Resurrect in Death Location OR Spawn OR FireTeam OR Random Location

Make Medic’s useful!!!


(Glottis-3D) #5

with ROF as hgh as it is now and very good spread. difference between 8 and 9 becomes very significent.
SD is affraid of rambo-medics. but 8 dmg is clearly rediculous (spendidng 50++ bullets on a kill in some ranges lol)
why not use 8.5 ? are decimal not allowed?


(spookify) #6

[QUOTE=Glottis-3D;512716]with ROF as hgh as it is now and very good spread. difference between 8 and 9 becomes very significent.
SD is affraid of rambo-medics. but 8 dmg is clearly rediculous (spendidng 50++ bullets on a kill in some ranges lol)
why not use 8.5 ? are decimal not allowed?[/QUOTE]

If we could test 8.5 I am game… 8 is useless… 15 Headshots… Really…

Come on Smooth!?!?! Next update a little value change?


(Sun_Sheng) #7

Perhaps then an increase to the number of clips that can be carried? At the moment I just find it incredibly frustrating to kill someone and then run half way across the map to try to get a refill. I agree with sticking with the fops and the greater reliance of course, but sometimes it’s easier to get blood out of a stone than an ammo pack out of an FO. Other times i’m just not lucky enough to respawn alongside one so whoever I find to back up, then ends up being left on their own while I search for ammo, or I /kill and then get wound up that it’s classed as another death and someone else gets a free kill awarded :confused:


(spookify) #8

Increasing Damage will use less ammo…

There ammo all over just need a good team… Arty and Stoker are everywhere… They did nerf Stoker LOL gg AGAIN!!


(Sun_Sheng) #9

[QUOTE=spookify;512719]Increasing Damage will use less ammo…

There ammo all over just need a good team… Arty and Stoker are everywhere…[/QUOTE]

Tell me about it! :frowning: I just seem to get a lot of occasions where lots of ammo gets thrown at the spawn point but the carry restrictions are still such that I feel short-changed, and then once the action starts, a lot of the time people are more concerned with fighting than stocking their team up. Add to that, the vsays seem to be not functioning for me quite a few times lately, and I end up /kill’ing a fair bit and getting annoyed that the game classes it as a kill for someone I just shot :confused:


(Szakalot) #10

[QUOTE=spookify;512713]His ROF is what sets him apart… Smooth nerfed him a few months back by changing his damage to 8 instead of 9… This made him useless… His heal and self resurrect is also useless…
[/QUOTE]

I don’t think he is useless at all. His gun doesn’t have high DPS, but very consistent accuracy encourages even heavier headshot counting; where Phoenix can really catch up to other classes. First time I picked him up, I couldn’t stand the gun, but the more I play; the more reliable k/d I get.

Healing pulse is on the weak side, especially when healing yourself; but the fact you that you don’t have to pull out a medpack, can really turn the tide of firefights with +3 players on each side. Pulsing 2-3 teammates can give your team a nice boost.

As such, Phoenix is a medic that works really well when supporting lockdown of a major chokepoint, preferably with at least 2 more teammates. His self-revive is nicely balanced, in that he will almost never achieve much on his own, but when fighting in a crowd, most players will not have the time to gib him, being shot at by other players. Just yesterday I had 2 teammates and myself die to 4 players; only to self-revive myself, pick my other 2 guys up and eventually win the firefight.

Another nice use of self-revive is when you position yourself so that your body cannot be gibbed easily, like on stairs; higher ground.

@Sun_Sheng
Aye, vsays are really buggy since last patch; and it really seems like sometimes the other player can’t hear it at all. My solution is to always run in the face of the fop; preventing him from being able to see anything, eventually they tend to get a hint and drop a pack.


(spookify) #11

[QUOTE=Szakalot;512732]I don’t think he is useless at all. His gun doesn’t have high DPS, but very consistent accuracy encourages even heavier headshot counting; where Phoenix can really catch up to other classes. First time I picked him up, I couldn’t stand the gun, but the more I play; the more reliable k/d I get.

Healing pulse is on the weak side, especially when healing yourself; but the fact you that you don’t have to pull out a medpack, can really turn the tide of firefights with +3 players on each side. Pulsing 2-3 teammates can give your team a nice boost.

As such, Phoenix is a medic that works really well when supporting lockdown of a major chokepoint, preferably with at least 2 more teammates. His self-revive is nicely balanced, in that he will almost never achieve much on his own, but when fighting in a crowd, most players will not have the time to gib him, being shot at by other players. Just yesterday I had 2 teammates and myself die to 4 players; only to self-revive myself, pick my other 2 guys up and eventually win the firefight.

Another nice use of self-revive is when you position yourself so that your body cannot be gibbed easily, like on stairs; higher ground.[/QUOTE]

He is useless…

I never ever expect to loss a fire fight against a Phoenix… Even if his gun is accurate and has a high ROF it doesnt matter… 10 Headshots and still no kill doesnt cut it… I used to be amazing at Phoenix!
This was back before he was nerfed… He is useless now…

You are right heal pulse sucks and I wait around for seconds never knowing if I am going to get a heal from him…

Just gib him and boom dead…


(Szakalot) #12

What are you talking about with 10 headshots? You do realize that hitting the head deals MORE damage, right?

I don’t actually no what the multiplier is, but I’m pretty sure most players die to 4hs, with bigger mercs 5-6. Typically, 3 hs plus a few body ticks takes a player down.

Also, 2 Phoenix players can be really nasty to take on, as they just never die.


(spookify) #13

[QUOTE=Szakalot;512736]What are you talking about with 10 headshots? You do realize that hitting the head deals MORE damage, right?

I don’t actually no what the multiplier is, but I’m pretty sure most players die to 4hs, with bigger mercs 5-6. Typically, 3 hs plus a few body ticks takes a player down.

Also, 2 Phoenix players can be really nasty to take on, as they just never die.[/QUOTE]

LAWL go test it…

Phoenix vs a Saw a Phoenix will need atleast 5… 7 to 8 on a fragger and 10+ on a Rhino…

And that is at close range… Go Mid range and the number go up…

You have no idea… Done talking to you…

Edit: I am having a very very bad day at work!

PS only shi++ys play Phoenix because they can finally hear headshots…


(Sun_Sheng) #14

Agreed re headshots. I’ve never worked it out but but I know it’s not uncommon for me to hit 5 or 6 headshots and still lose out in a 1v1


(Szakalot) #15

What musn’t be forgotten is that often the last few hit-beeps you have heard didn’t actually register on the server, as it has already decided you are dead.


(spookify) #16

True…


(Glottis-3D) #17

this is true. Phoenix vs fragger or thunder - you hear around 10 hs and only then he dies. but usually Phoenix dies long before that 10th hs…


(Szakalot) #18

I can definitely agree that 10hs is a little silly; but on the other hand I like where Phoenix is killing-power wise. I guess smaller rof/higher damage (but also less bullets), could work.


(Sun_Sheng) #19

Aye, just as an added moan, I played Terminal last night on defence and that seemed a pretty good example of the general way of things i:e I spawned on first stage on my own, ran out, killed some random passer-by, gibbed them, reloaded, jumped up behind the van and engaged some guy in the usual spot that covers the capture area, put a few shots into him, including headies, he ducked out of the way, I put a few more into him after reloading again, he ducked out of the way again, and I had to back off and go in search of ammo.

Rightly or wrongly is hard to say, but at that point I felt like any further engagement would have left me at a severe disadvantage. Either running out of ammo before I got the kill and then being overrun, or continuing the fight and being worn down by an inability to kill quick enough before the guy hid again and packed up with health packs.


(Szakalot) #20

Phoenix’s pistol is pretty nice, and with 50% faster reload you can pretty much spam it just as much as any smg