1, Allow stacking on repairing for generators…
These things without a engineer take so long repair and often you can lose 2 - 3 team members to it. Sure its their fault for being idiots but I also believe making the small change could help both public and competitive play in a way.
I suggest that a maximum of 3 people can stack on a repair (none engineers) and once it reaches 3 people stacked it moves at the same speed as a engineers repair. This adds a little bit of risk and reward if people decide to go without a engineer and in public at least your not 3 players down for 20 seconds and instead just 3 players down for 6. In public this could actually increase the likelihood of completions on EV repair objectives.
2, Add or Remove player stacking for EV move speed.
Currently in WC the speed is set but it seems that on bridge the movement speed of the EV is effected by the number of people surrounding it. Can we please have it consistent?
3, Double damage from bullets on objectives (including EV)
right now a little meta is forming around the destruction of side objectives. This is resulting in mass explosive spam (that should always be quicker) even after this change. However often you will see a small chunk of health left on a objective and still take 5 clips to take that single pip down.
Currently its strange, yes its worth shooting the objectives but it does not appear worth it. Either you need a much better display for damage given to these objectives or we could do with more damage from bullets. I feel that double damage it would still be well within the area of acceptable. By doing this you also increase the usability of Mercs like Arty, Kira, Stoker, Fletcher and Nader. Where right now its really an all in or nothing to achieve
4, Remove surface orientation from wall jump calculation.
Right now the direction of the surface plays a part in the way your Merc move when doing the wall jumps. This is having some real problems when it comes to complex corners like them on bridge, terminal and certain parts of trainyard especially but are issues on all maps.
I would like to see it so your push off direction is based of the players position and IF/WHERE they push off from. Simple 8 direction trace channel, calculate the shortest trace and use that as the push off point. This would allow much finer control and higher consistency than the current system. There is also a chance it could be more optimised by doing a 4x4 trace check rather than a volume check. Small downsides would however include losing a few of the jumps we have become used to and more binary movement off small objects, however the small objects problem could be solved with a custom collision mesh if its deemed a big enough of a problem (personally I don’t think it will be) and the jumps lost will be replaced with new jumps.
5, Slightly increase the time it takes for a engineer to defuse.
Due to the way that teams are running spam revives at the moment and the revive shield, its all to easy to for a defuse via mass revives. Lengthening the time it takes to defuse by 1 or 2 seconds would nerf this greatly and be far less frustrating to deal with. Also, certain abilities arming times take longer than a full defuse even if you reacted instantly, giving 1 chance could really increase the usage of mercs such as Arty, Kira and Nader.
I also believe that how ever many seconds you add to the engineer you should also add to the other mercs rather than simply x3 like normal.
NEW!!!
6, Allow us to take multiple of the same Merc into battle via loadout cards!
This is as basic as it sounds, allow people to take 2 or 3 of the same Merc into battle if they choose too. This would open the gates for any future draft/highlander mode and give much more freedom to the players. Being able to take a Vas with both Auto Sniper and Sniper would mean he is able to play more points of the map at a much higher effectiveness. Also small changes will still matter, taking a medic with engineer augment instead of chopper for EV repair, Proxy with shotgun for certain objectives and build around either a turret play style or out and out DPS as a bushwhacker.
7, Give us the option to turn off the audio EQ.
As of the time of writing this, when a voice over is played be it from the commander or other Mercs (I believe other Mercs at least…) the rest of the audio in a level reduces slightly in volume and it can really throw you off if you was in the middle of trying to listen to footsteps and can destroy your chances of hearing an airstrike.
I know that in real life a loud airstrike would deafen you but also removing/giving the option to remove the EQ from explosives would also be pretty sweet.
8, Remove the direct hit bonus/cooldown from ammo packs.
This is a small one really… Right now hitting direct hits on people that have an ability on cooldown eats your ammo pack even if the player you hit is stacked on ammo. I don’t feel the bonus from a direct hit is anywhere near valuable enough to the vast majority of players to cause this frustration when trying to throw packs at people. The other option is to keep the cool down and still allow the pack to travel though a player.
On a side note, I would love if medpacks did the same when players have lost less than 10% hp. Trying to toss a long bag to have it taken by someone with a tiny pip of HP missing makes me cry a little inside.
- Allow quicker weapon switch after a “long knife” animation.
right now the knife “hit” is very early on in the animation and you get stuck in it if you miss. Simply allowing manual weapon swapping after hit would speed this up, increase skill cap and just simply feel a little better. Sure it would make melee a little safer also but I feel the trade offs are worth it.
More to come soon…
