PixelTwitchs Dream Patch Notes...


(RuleofBooKz) #21

what about it ostmustis? its not great for sawbones as the med kits do not heal sawbones like they do other mercs but that is the way to keep things balanced

also as soon as u are shot the medkit stops working. Its not like u can pile those medkit puppies up and just swim in all the lovely HP u will be drinking in

heck if i had to pick one merc. and only one merc of all classes as THE most balanced merc in the game to date it would be without doubt: sawbones

not just of the medics. but of any class.


(PixelTwitch) #22

I have to say I agree and hence why he is not mentioned on the list at all…
He is like the example/compass of what the game should be like really…


(Gi.Am) #23

hmm interesting read, alot of points. way too much to comment on everything but I will pick a few things.

Phantom,
his cloak/shield already emit a high pitched humming sound if you are near by granted it gets easily drowned out when combat noises are around and suffers from the same bug as the airstrikes but its there.

Aura healingstation,
the current setup time is there to prevent quick selfhealing and placing it in combat situations it gives you a short window to kill Aura before she becomes quite a bit stronger. Wouldn’t want to see that window shortend.
Likewise the exploding idea while it sounds intriguing. I don’t think taking 50% of Auras health by destroying a non moving target is that great especially if we factor in destroying healingstations with explosives 40 damage on top of grenade splash is pretty punishing basically what I’m trieing to say is the healingstation is an ability they should help your team not become a point of damage.

Aura/Sparks,
Speed reduction obviously I can see the reason for that, but their speed is their main survivability tool nerfing that, without increasing their survivability in another way seems unfair, especially considering that they are regarded as too weak anyways.

Arty,
ok let me preface that I’m a fairly regular Arty player and I must say those changes are flat out bad in two directions.

  1. a 2 second delay before the first shell hits makes it extremly easy to avoid. So you will get even less kills than before.
    like wise a 2 second delay between each shots would mean that its easy to traverse through that area (wait for the shell and then move) you would get at best the damage of one shell into someone (which is not enough to kill). More problematic with those delays it becomes impossible for Arty to do his main job destroing the EV. A moving EV would get hit once and after that it is out of range.
    Which brings me to the 2. problem that artillery would be only good for one thing static objective defense and that in a very bad way.
    4 shells with 2 second delays inbetween would mean 8 second shutdown of an objective area. Considering that Arty has 2 strikes would allow a flat 16 second shutdown. Considering 20 second cooldowns you could look at a very very small window when you can plant/defuse/repair. And while I normaly hate to bring Merc stacking into balancing discussions 2 Artys or more would be gamebreaking bad.

On a similar note Skyhammer spread increase could mean that he can’t destroy EVs in one go anymore.

Weapons,
SMGs: Hochfir the low recoil is the main sellingpoint of that gun. Its not exactly regarded as OP so why is it only getting a nerf without some buffs?
SMG-9 as someone who likes that gun I don’t understand your changes the gun allready has the second lowest spread of all smgs. More important the main difference compared to the crotzni is the lower ROF so pressing the SMG-9 even more into a closerange role makes no sense since it will lose those battles based on the ROF disadvantage alone. Also is there a reason why the only SMG that is perceived as OP is not getting an overhaul?
Felix: thats a pretty large round of nerfs for just 1 more damage (I do understand the significance of that 1 damage but still).
M4: Higher ROF and more accuracy on a weapon that has the highest accuracy already in that weapon class and is overall considered to be the best gun in game. Sorry to say but nerfing the damage by 1 doesn’t cut it to balance that out.

Longjump punishment ok you gotta explain that a bit more. Does it mean I keep more of my momentum when I land my longjump at the same hight, higher (against a wall, on top of a box) or lower (jumping out of a window) ? eitherway whats the idea behind that change.

MG nests replaced by gatling guns, tell me more.

Hacking objectives. If this is what I think it is. i.e. I hack 10% and die and the enemy team can’t take the 10% away (basically repair progress for the EV). I say fuck yes that would allow a snigle sneaky person to break through spawncamping and forcing new forwarded spawns. Would also punish defender teams for overextending too much.

Bugfixes, well can’t argue with that bugfixes are always good.
However considering that the latest patch introduced guardian XP for blocking incoming damage against other teammembers. I would say that AOE damage blocking is not a bug, but a feature.


(misspo) #24

Hi, add:
-overall peformance optimisations
-fixed the supposed memory leak
-fixed the MGs bug (can’t get out, some time bugged after a revive, immortal against airstrick, people look like elastic man, can’t be kill with defibrilator)
-fix the phantom cloack issue on bridge (impossible to activate).
-add replay/battlerecorder/record
-maybe add ingame option to ehance hitreg/network
-add cosmetic market and reduice the prices of merks/credit boost (or make it rentable)
-release an official map creator tool
-reduice a bit the waiting time
-being able to choose a merc at the first spawn when joining an already started game
-planning to add bigger maps
-add invulnerability at the the first attackers spawn. For exemple, in chapel, the attakers can’t be kill in the garage spawn. It would prevent a big part of the baserape issue
-fix the sniper issue against bushwalker turret. You can’t hit the turret propely.


(Yak) #25

The main reason Fletcher users like me use Sticky Bombs in open combat is that they’re our only effective weapon. We get 2 bad shotguns and the worst smg in the game as our main weapons, leaving us with the empire 9, which is supposed to be used to pick off the last bits of health from enemies.

Not to mention that actually landing a sticky is not as easy as it seems, because if you miss and only get some splash damage you’re most likely going to die.


(_Sniff_) #26

If you’re increasing the cooldown time I want my 4th sticky bomb back from the nerf.

Also, you are right. The Empire-9 is perfect. Don’t touch it.


(AnimeDude) #27

They need to change the sounds that weapons make, most of them are awful, the deagle/revolver sounds like a silenced pistol. Moa makes another silenced sound for some reason.


(Ghosthree3) #28

I like how many weapons sound different when you fire them to when other people fire them.


(AnimeDude) #29

I hate the blishlok the most because when I hear someone shooting it I just tend to ignore it/not notice it because it sounds like one of the pistols.


(MisterMurder) #30

The medpacks would act as they do currently but with the added ability to start your default regen after picking it up also.
[/quote]

Yeah that is a nice idea. It will save me a lot of med packs.


(irishrOy) #31

Fix the disappearing Fletcher-bombs…

Feels like 15% of all bombs are disappearing, man :wink:


(_Sniff_) #32

@Irishroy It’s so annoying. I got two sticky bombs to stick in a row. Both vanished. fml


(distinquishedSandwich) #33

This was worth a read, some things we can always argue about but a few decent good points too


(irishrOy) #34

might as well just go full Walter Sobchak on this


(Jojack) #35

I’d like to add one more:

Fletcher load out cards have had the Lock On augment replaced with Exlpodydendron.

This might be too much combined with the already proposed 10% increase, what do you think? Especially considering his most favored load out right now would be buffed even further with explodydendron.

Not sure what they are going to do with Lock On. Simply because of the A31 card. With it already being the favored card with one useless perk, you run the risk of making every other card obsolete. Not that that stopped them with Sawbonez or Phantom.


(XavienX) #36

[quote=“Clown;48240”]You forgot the most important one

[list]
[*] Fixed sticky bombs stuck to players randomly disappearing
[/list][/quote]

Have no idea how many times I died cuz of that.


(triteCherry) #37

Curious if the Rhino nerfs are related to Phantom basically staying the same in these dream patch notes.


(ATTEM) #38

Rhino getting 200% speed boost with charge ability augment sounds fucking scary…


(phila_delphia) #39

I think this is a very creative thread! Thank you PixleTwitch!

I`d like to add two changes:

  • Ability to get rid of unwanted loadout cards

  • Fix that will prevent the framerate dropping constantly after 3-4 matches

Best regards

phila


(triteTongs) #40

If it isn’t broken, don’t fix it.

Lot of these changes feel like changes just to be changed. (Ie, movement, wall jumping, etc). Even skyhammer’s change would be borderline stupid. You really want him to cover more ground with the strike?

There’s a few points I could agree with and are quite creative, like the hack mechanic. But I wouldn’t replace anything with a hack mechanic. Rather I’d like to see new maps with that mechanic.

also, no mention on “Fixing all broken perks”.