Warning ! May contain massive amounts of salt and subjective opinions, viewer discretion is advised !
Also sorry for any grammar mistakes, but English is my secondary language :<
1)Mercs:
a)Arty: Atm he feels like a washed-down Skyhammer. First of all Artillery Strike locking is a bit wonky and getting shot “resets” the locking. Furthermore it does not work inside buildings unlike Skyhammer’s (there were rumors devs are looking into it) He could use better perks too.
b)Aura: She’s just annoying to play against, especially with health Station deployed. Of course you can shoot it, but it takes way too much firepower to bring it down. And even if you target Aura she’ll just bunnyhop around the place and tank way too much dmg. I’d love to see HS “health” decreased (this will promote smart placing) and reducing healing rate to 75% of the current one.
c)Bushwhacker: Would love to see being able to rotate the sentry 360 degrees before placing (like in TF2) so you can put it into sneaky spots.
d)Fletcher: balanced
e)Fragger: balanced atm, but could use better loadouts
f)Kira: same
g)Nader: no changes apart from loadouts
h)Phantom: Oh boy was he hit way too hard with the nerf hammer. First of all the katana - it has way too small “reach” for a big sword (120 compared to bat’s 115 according to wiki stats). Furthermore the stab attack hitbox smaller is than slash which makes no f-in sense. Plus turn speed reduction is obsolete after deleting the “2s kill period”. Moreover Phantom was advertised with katana as his “signature” weapon so WTF there are loadouts with knives ?! Secondly Phantom is sluggish- I’d rather trade 20hp for faster movement, since right now I can’t catch up to baddies fast enough when I’m behind them. And even if they turn around, they can just backpedal and still escape or just spot me and shoot. Which brings us to another problem - even cloaked he’s way too easy to spot, especially on day maps cough Bridge cough And this “ringing” sound of the cloak is a dead giveaway versus experienced players. Of course cloak was buffed recently, but when moving SLOW and who the f**k wants to move slow when behind enemy lines. A buff to sprinting/running cloak transparency and slight reduction of that god-awful sound would be neat. But we can’t have Phantom buffed only. Atm Phantom is on free rotation and most newbies playing as him either rush uncloaked with smg or revolvers. Phantom should be a sneaky assassin’s class, not an assault. As a nerf I would delete both smg’s and revolvers from his loadouts and give him katana as primary and machine pistols as secondary instead (Tolen, Empire-9 etc.) This would make him a class that’s amazing in CQB but easy to counter at mid-range. Furthermore with cloak transparency buff, his damage-tanking ability should be nerfed - this will encourage players playing him to flank&hide instead of rushing directly at enemies.
i)Phoenix: cancelling the Healing Pulse should only give 50% of the cooldown, not 100%. Faster activation of the Self Revive would be neat too, since most players will finish you off before you even have a chance to press&hold F
j)Proxy: maybe increase „arm time” for mines but introduce lock-on perk (similar to Fletcher) Also add better perks for loadouts.
k)Red Eye: Smoke needs to be thicker and last longer plus maybe add exp for „blinding” enemies (could be hard to implement)Also most of his loadouts suck and so does the Grandeur. Plus like Phantom, all his loadouts should have a Kukri, since that’s what he was „advertised” with. Moreover his IR should mark enemies for longer as red silhouettes, which will help teammates to track them through smoke.
l)Rhino: I encounter him once in a blue moon, so I don’t know much about him. But could use better loadouts
m)Sawbonez: Balanced
n)Skyhammer: Airstrike marker line should cover the whole radius of it, not half. Plus decrease damage versus EV, right now it’s too easy to destroy it. Could use better perks for some loadouts.
o)Sparks: She’s my main medic and IMHO she could benefit from some minor buffs. First of all her medpacks suck compared to other heal abilities. Although she’s more focused on revives, I use them to keep myself alive but quite often I run out of medpacks very quickly since they heal only a bit. Even with Companion Agent loadout they suck, decreasing the cooldown or increasing HP given on pick-up would be neat. Plus increase medpack hitbox, since quite often I throw it at teammates and it lands next to them.
p)Vassili: I hate snipers overall and this will be easy to see in the next few sentences. First of all snipers should suck in CQB, so why was he given a machine pistol as a secondary. Often I see low level Vassilis rushing with them instead of doing their job. IMHO he should only have revolvers for his loadouts. Secondly there has been a thread about introducing a Focus mechanic, similar to TF2 Sniper scope charging (the longer you stay scoped in, the more dmg you do). I think this would be a step in the right direction, promoting accurate shots and picking off important targets instead of taking potshots at everything that moves. The only nerfs I’d love to see for Vassili is increasing ADS time and weapon switch time, meaning if he gets ambushed, he’s almost certainly dead.
2)Guns:
a)Remburgh&Hollunds: Unlike Anhuld which is balanced IMHO, those are slightly too powerful for me. First of all they reload way too fast, secondly they are way too accurate when jumping. I’d love to see reload time increased (meaning if you waste all your shots, you’re done) and hipfire accuracy decreased.
b)BR-16&Stark AR: fix the mouse scroll firerate exploit and fix Stark scope
c)Caulden&DE50: increase damage and accuracy (especially for Caulden)
d)Guns overall: Introduce some form of customization. I’m aware that devs are focusing on gameplay elements atm but it would be neat to make our guns more personal. Fine examples would be a silencer for Selbstadt .40 or ACOG like scope for Grandeur (as seen on concept models here https://artstation.com/artist/bcog )
3)Perks:
a)Useless perks: For me Big Ears, Bomb Squad, Cool, Flying Pig, Pineapple Juggler, Springy and Try Hard are either situational or useless (f.ex. Cool for squishy mercs or Springy for heavier ones) I hope devs will try to make them more useful in the near future
b)New perks:
-White Phosphorus (Arty&Skyhammer): Increases dmg versus players by 20% but decreases dmg versus EV by 30%
-Advanced Plating (Aura): Increases Health Station “HP” by 15%
-Gatling (Bushwhacker):Increases turret ROF by 10%
-Killer(Fragger): You do more 2% more dmg after a kill (up to maximum of 10%). Bonus is lost after respawning or not getting a kill for 30s.
-Advanced targeting (Kira): Laser moves 10% faster
-Longer Fuse (Nader):Increases grenade fuse time by 2 seconds
-Hidden (Phantom): Cloak depletes 20% slower when standing still
-Survivor (Phoenix): You take 15% less dmg from all sources for 5s after self-revive
-Impatient (Proxy): Shooting your own mines before they arm increases blast radius by 15%
-Advanced Cybernetics (Red Eye): Increases IR Googles “lifetime” by 25%
-Voyeur (Red Eye): Decreases IR Googles cooldown by 15%
-Berserk (Rhino): You do 30% melee damage when under 35% HP (70HP)
-Adrenaline Rush (Sawbonez): Medbags keep healing for 3s after getting shot at 50% rate instead of stopping (has 10s cooldown before it can be triggered again)
-Improved Sensor(Vassili): Increases Heartbeat Sensor AOE by 25%
TL:DR It’s the internet so I can write whatever I want, deal with it !
@MissMurder Can you show this to your team, pretty pleaseeeeeeeee ?