Pixel's Big Thread of Suggested Changes.


(PixelTwitch) #1

[Sparks]
Revive Gun:
+0.5sec to full charge
Revive Gun:
Maximum fire rate of 3-4 rounds per second.
Secondary:
Switch to SMG or Shotgun
Med Packs:
Reduce to 3 Med Packs.[B]

Comment: [/B][I]Slightly longer Revive Gun charge time will limit the ability to prevent executions and also nerf the weapon a little as it is very strong vs light and medium classes at long range. I would also recommend putting in a maximum fire rate to prevent spamming at close ranges. Switching the secondary would entice the player to use the weapon because as it stands fast tap fire rate of Revive Gun removes the need to use the pistol in most cases. Reducing the number of Med Packs would lower Sparks personal sustainability. To balance this I would also recommend sparks Direct Hit healing to be slightly increased.

[/I]
[Rhino]
MiniGun:
+33% Spread
MiniGun:
+10% Damage
Health:
+100
Speed:
-20 max speed[B]

Comment: [/B][I]Due to the high accuracy of most classes the Rhinos current survivability is a little low. Reducing his effectiveness at range would give him a more defined role up close and mid ranges. Currently Rhinos weak spots are extreme distance and extreme close range due to the spin up time on the MiniGun up close and accuracy at distance. The extra 100 hp would make him more able to survive long range picks as well as give him time to spin up the MiniGun at close range. 33% spread would have a huge impact on his ability to fight at distance however the slight damage buff would make him still dangerous at medium range.

[/I][Kira]
Steyr Aug:
-18% Damage
Steyr Aug:
+5% Recoil
Secondary:
Switch S&W for Caulden
Orbital Laser:
Remove fire restrictions[B]

Comment: [/B][I]Kira has got to be one of the strongest Mercs currently in the game, mainly due to the high accuracy and high damage of her primary weapon. Whilst nearly 20% reduction in damage seems extreme it would hopefully just mean one more burst at the majority of ranges. The 5% recoil should not really effect the weapon handling at most ranges but reduce the the risk of 3 bullet headshots at extreme ranges that can often lead to a one shot kill. I also recommend switching the secondary due to the S&W giving slightly to much strength at all ranges. The Orbital Laser is a great idea for an ability however due to the current clunky system people are really unable to use it to its full potential. By allowing charage/use anywhere you would have it being more more effective. I would also recommend reducing the charge percentage in relation to the number of units the target point has moved. This would stop people charging around a corner and them popping it down on peoples heads at distance. I also think it would be cool if it was possible to “Draw” a path for the laser once it has fired with alt fire being stop the laser and remove current path.

[/I][Thunder]
K-121:
Increase ammo stash by 100 rounds.
Concussion Nade:
Better indication of effect on enemy.[B]

Comment:[/B] Primary weapon needs a larger stash of ammo extended engagements. Current limits really prevent Thunder from leaving a team populated area. The Concussion Nade would be more useful if we could get a faded white hit confirmation marker on the screen that fades depending on the current “blindness” of the enemy you hit. Thunder could/should be used as secondary objective taker but due to lack of ammo capacity and unknown of his Nades this is not really the case.
[B]

To Be Continued…[/B]


(NeroKirbus) #2

They are planning to make Rhino and Sparks current primaries their special abilities, just like Nader.


(PixelTwitch) #3

Well that would be the biggest mistake ever… May as well make cod with 1 ability each GG.


(Glottis-3D) #4

it turned out great with nader.

and will be good for sprarks.
as for Rhino this is primary, not ability (still need to make one for him)


(tokamak) #5

Rhino’s ability should be to make his minigun go into overdrive. It’s a one-click and then the whole thing just roars into a flaming inferno of bullets completely out of control. The overdrive will drain his health and lasts until he’s at 1hp (and no sooner). So a full hp rhino will have a longer overdrive madness than a wounded rhino.


(Glottis-3D) #6

excellent!

like this one at 1:42

//youtu.be/_fPtT6upG9Y

i had a funny idea about high pitch banshee scream, stunning close range enemies.


(tokamak) #7

OR rather than hp it the overdrive will deplete the miniguns ammo. Rhino will need to pick up ammo before he gets the infinite supply back again.

I feel this is more suitable and true to the character than the near-suicide version.

Or either one, I guess this is a nice example of how to alternate versions within a character through further customisation.


(PixelTwitch) #8

[QUOTE=krokodealer;495352]it turned out great with nader.

and will be good for sprarks.
as for Rhino this is primary, not ability (still need to make one for him)[/QUOTE]

One of the great things about PC FPS is that we are not limited to the primary/secondary weapons that most console games have…
I see no reason why we cannot just give each Merc 3 weapons 2 standard and one “Special”
I think the Nader is horrible… Sure shes very strong but it just has this awkward feeling of clunkyness that would be removed being able to select and hold the launcher… Ironically it would also slightly nerf the Nader by making her need to weapon switch,

I think after all my time in the Alpha/Beta that this could be one of the biggest development mistakes so far.


(INF3RN0) #9

[QUOTE=PixelTwitch;495373]One of the great things about PC FPS is that we are not limited to the primary/secondary weapons that most console games have…
I see no reason why we cannot just give each Merc 3 weapons 2 standard and one “Special”
I think the Nader is horrible… Sure shes very strong but it just has this awkward feeling of clunkyness that would be removed being able to select and hold the launcher… Ironically it would also slightly nerf the Nader by making her need to weapon switch,

I think after all my time in the Alpha/Beta that this could be one of the biggest development mistakes so far.[/QUOTE]

All mercs are planned to have multiple primary and secondary weapons, with one special ability. In the case of the grenade launcher and minigun being abilities, I’d like to see them have more flexible and interesting functionality. I really feel like most abilities need stuff like alternative modes of use, opportunities for synergy with other abilities, and cross-merc ability counters.

The current synergies are pretty basic, ie ammo, hp, etc. I think there’s a lot of non-intrusive methods of making the ability team work aspect play out in a much more interesting manner. It feels like it’s trying to be a more moba styled FPS, which is still very possible to create synergy amongst abilities without making said abilities OP or become more valuable than shooting skill. Why not have mercs compliment eachother’s abilities in different ways? It could definitely make the merc diversity feel a lot more purposeful and strategic. And additionally throwing in the opportunity to counter or reverse the opposing teams abilities with merc vs merc ability counters would further that even more.


(DB Genome editor) #10

You can actually switch to the GL, just like any other weapon or deployable, by selecting it (item #1 slot in this case) instead of using the quick ability button.


(PixelTwitch) #11

ooo… Actually then I take it back… So basically all they are talking about doing is giving all the classes even with special weapons a normal weapon as well? I would like to see the ability button no just fire a nade then I would like to see it switch to the weapon till you switch out (quake 3 style) what do you think? thanks for letting me know :smiley:


(DB Genome editor) #12

The item #1 slot selection key will do exactly what you want. The quick ability key is the equivalent of “select item #1 + left mouse” in a single button, so unless they start coding exception for specific mercs, I don’t expect it will change (otherwise it’s not a quick ability anymore… :wink:)

You can also change the way you scroll through weapons (mouse wheel up/down by default) so that you go through all weapons or all weapons and abilities instead of just primary and secondary, so that’s another way you can select the GL.


(PixelTwitch) #13

[QUOTE=Djiesse;495382]The item #1 slot selection key will do exactly what you want. The quick ability key is the equivalent of “select item #1 + left mouse” in a single button, so unless they start coding exception for specific mercs, I don’t expect it will change (otherwise it’s not a quick ability anymore… :wink:)

You can also change the way you scroll through weapons (mouse wheel up/down by default) so that you go through all weapons or all weapons and abilities instead of just primary and secondary, so that’s another way you can select the GL.[/QUOTE]

I get the idea behind it however I disagree with the results.
Sure it makes it more “skill based” TECHNICALLY but at the same time it reduces tactical play and for the majority of players will come down to basic spamming. naders abiltiy to effectivly nade while shooting is a little crazy and I have seen naders on multiple occasions losing a gun fight just throwing out all 6 nades while shooting.

having a weapon switch time would mean more planning is needed and prevent frustrating spam.

Don’t get me wrong I think it should be worked out on a merc by merc basis because stuff like mines and nades + detonators I think work really well with the current system. However full weapons… Not so much.


(INF3RN0) #14

They offer both options because some people are used to the “quick key” while the rest of us use the weapon bank. Just unbind your quick ability key and use the other method.


(PixelTwitch) #15

its not the fact I am not used to quick keys… what I am saying is that it makes it to easy to spam.
I honestly believe that the quick skill for weapon shots is a mistake >.< lol


(INF3RN0) #16

[QUOTE=PixelTwitch;495479]its not the fact I am not used to quick keys… what I am saying is that it makes it to easy to spam.
I honestly believe that the quick skill for weapon shots is a mistake >.< lol[/QUOTE]

I’m pretty sure that it occurs at the same speed as if you swapped weapons and hit your mouse button, so it’s not really spammable.


(tokamak) #17

Having to hold rather than click in order to unleash multiple nades is very counterintuitive though.

I don’t mind the speed, it’s just that it’s extremely hard to dose without blowing…your… entire okay.