Regarding the Engineers, some ideas to consider.


(watsyurdeal) #1

So something I think that would makes Proxy’s mines less frustrating to deal with, is being able to crouch walk around them, as well as if they are not triggered, being able to disable them.

So how this would work is, you hear the mine, so you crouch walk around them, then disable it by interacting with it.

Now if the mine goes off, there’s always a slight delay with it, so of course the mine should not be able to be disabled or turned off in that instance. But this at least offers a way to deal with the mines via counter play.

Now for Bushwacka’s turret, a few key changes to consider.

One, being able to rotate the turret, obviously.

Second, increasing the damage it does in exchange for a brief delay or longer delay than current, so player’s can react to the turret and retreat, as well as this making lock on a more viable and useful augment for Bush.

The other thing to consider is the Steady Augment, maybe increasing how much health it gives, or have that augment increase the damage of deployables.

Maybe also even allow the turret to be deactivated if approached from it’s blind spot.

As for Fletcher, I feel like the recent nerf was perfect, it fixed a lot of his core problems. But I feel like his stickies should one shot 110 hp mercs, or maybe I’m just in the minority on that. Considering his weapons and their limited range, and the skill required to get a direct stick, I feel like this would be fair change, that or increasing how fast he can throw his stickies.

Just some things to think about and consider.


(blufflord) #2

other than the fletch suggestions, im down with that. seems interesting, and always up for trying new ideas.


(JJMAJR) #3

Lock-On is already one of the most viable augments for Bushwhacker. It’s impossible to use the class without that augment, because other people can just peek and shoot at it if they are aware it’s there.

Proxy is a weak class. Those mines don’t need further nerfs, because they are supposed to be an information-based tool and meant to punish overly aggressive players.

Steady should probably decrease the cooldown on deployables instead of making the deployables stronger at dishing out damage. Maybe decrease the cooldown time from 30s to 27s, or a 10% decrease. It’s small but could mean the difference between having to guard an area vulnerable after running away and expending your turret, or being able to use a turret once you ran away and have gained some ground.

^


(Dawnlazy) #4

Why do you specifically want to nerf Proxy and give nothing in return when she’s already useless?


(JJMAJR) #5

If landmines could be defused, then we should be playing Battlefield, not Dirty Bomb.


(watsyurdeal) #6

It’s called counter play guys, and the reason mines should be defusable is so I can get rid of them without killing my team mates. It’s just basic logic, and Proxy is far from useless. Her HP is her only real downside, but her mines are damn good at what they do.


(JJMAJR) #7

Counterplay to Proxy: Medics, Phantom, tanky mercs, Untrackable.

Counterplay to Redeye: Spotters, himself, indirect attacks, CQC, shotguns.

Redeye is pretty bad himself. We don’t need Proxy to go the same route. Proxy is pretty close though.


(Dawnlazy) #8

wut


(watsyurdeal) #9

[quote=“JJMAJR;182029”]Counterplay to Proxy: Medics, Phantom, tanky mercs, Untrackable.

Counterplay to Redeye: Spotters, himself, indirect attacks, CQC, shotguns.

Redeye is pretty bad himself. We don’t need Proxy to go the same route. Proxy is pretty close though.[/quote]

And you lost all credibility there

Red Eye is more used than Vasilli and Aimee these days, so idk what you are smoking.

And only of those is an actual counter, you can still drop mines on Aura stations, kill Medics with decent aim, tanky merc counter EVERYONE, and untrackeable, you can still kill people with kamikazee mines and people killing each other cause they are trying to get rid of them.


(ClemClem7) #10

Mines are perfectly balanced right now. I don’t get killed much by it because I’m just aware of the environment when I know there is a proxy in the enemy team. Just try to not run at corner. Walk when you think someone or a proxy can be at this corner.
If you get killed by a kamikaze proxy try to aim at her when she’s running at you.
@Watsyurdeal
Fletcher is right balanced now. I just started to play him since he is a bit more skilled now. If you think he can’t have long range, just try the blishock. And even after few hours with him, I can land stuck kill very easily, just try to predict enemy’s move. It’s easier to stuck someone than trap him from proxy mines in level 10+ when everyone is aware of proxy mines.
Bushwacker turret is good when well placed. If you could place it on wall or ceiling, it could be more fun and efficient on surprising the enemy.


(JJMAJR) #11

[quote=“Watsyurdeal;182035”][quote=“JJMAJR;182029”]Counterplay to Proxy: Medics, Phantom, tanky mercs, Untrackable.

Counterplay to Redeye: Spotters, himself, indirect attacks, CQC, shotguns.

Redeye is pretty bad himself. We don’t need Proxy to go the same route. Proxy is pretty close though.[/quote]

And you lost all credibility there

Red Eye is more used than Vasilli and Aimee these days, so idk what you are smoking.

And only of those is an actual counter, you can still drop mines on Aura stations, kill Medics with decent aim, tanky merc counter EVERYONE, and untrackeable, you can still kill people with kamikazee mines and people killing each other cause they are trying to get rid of them. [/quote]

I don’t know what you are smoking, thinking that Aimee’s damage increase and Vassili’s radial spotting is worse than Redeye’s shitty smoke and infrared.

Medics can heal people that get hurt by mines. Kamikaze being an exception, but even then, going for a kamikaze is a very niche way to play Proxy.

If you are so fucking worried about kamikaze mines, you’d ask for a nerf in that respect, not for Proxy’s ability to make traps. Fletcher is better than Proxy at taking out deployables and going for the “use your trap as a grenade” route.

Oh, and tanks don’t counter every single fucking class. Fire supports, snipers, and other tanks can destroy, drive away, or in other words, counter, tanks too.

Shit logic over in that fucking brain of yours. Coy, cocky piece of shit.
Hey! I thought you like saying people have zero credibility and fucking be ignorant to a person’s reasoning.


(watsyurdeal) #12

[quote=“JJMAJR;182310”][quote=“Watsyurdeal;182035”][quote=“JJMAJR;182029”]Counterplay to Proxy: Medics, Phantom, tanky mercs, Untrackable.

Counterplay to Redeye: Spotters, himself, indirect attacks, CQC, shotguns.

Redeye is pretty bad himself. We don’t need Proxy to go the same route. Proxy is pretty close though.[/quote]

And you lost all credibility there

Red Eye is more used than Vasilli and Aimee these days, so idk what you are smoking.

And only of those is an actual counter, you can still drop mines on Aura stations, kill Medics with decent aim, tanky merc counter EVERYONE, and untrackeable, you can still kill people with kamikazee mines and people killing each other cause they are trying to get rid of them. [/quote]

I don’t know what you are smoking, thinking that Aimee’s damage increase and Vassili’s radial spotting is worse than Redeye’s @$!# smoke and infrared.

Medics can heal people that get hurt by mines. Kamikaze being an exception, but even then, going for a kamikaze is a very niche way to play Proxy.

If you are so @$!# worried about kamikaze mines, you’d ask for a nerf in that respect, not for Proxy’s ability to make traps. Fletcher is better than Proxy at taking out deployables and going for the “use your trap as a grenade” route.

Oh, and tanks don’t counter every single @$!# class. Fire supports, snipers, and other tanks can destroy, drive away, or in other words, counter, tanks too.

@$!# logic over in that @$!# brain of yours. Coy, cocky piece of @$!#.
Hey! I thought you like saying people have zero credibility and @$!# be ignorant to a person’s reasoning.[/quote]

It’s just what is used in the meta currently, Red Eye has more hp, his Goggles are relatively quick and instant to use, his smokes are handy for faking pushes, and other things. Aimee’s hp is really low and makes her an easy kill, and Vasilli is honestly the worse of the 3 because his Sensor doesn’t have the range the Goggles do, or the debuff of the Snitch.

And you seem to lack the understanding of what a counter is, I do not mean rock beats scissors where you need to run a specific merc to deal with another, I mean situational counters, as in, you the player, regardless of merc, can handle a specific scenario.

Ever wonder why people are so frustrated with Sparks? That’s why, there’s basically no way to deal with her aside from killing her, which is not easy when she can keep running away to patch herself up.

There’s no safe way to get past Proxy’s mines, you shoot them and often times still kill an ally by accident or damage yourself. Plus not to mention Proxy being able to shoot her mines.

Compare that to Bushwacka’s turret, which you can corner peak or get behind to get rid of it. Fletcher is more skill based, so it depends entirely on whether he can stick you or not.

Skyhammer, you have a good bit of time to see the strike before it drops, same thing with Arty. Only Stoker and Kira have issues, where Stoker’s molotov can be used for panic throws, and Kira’s laser starts up right away, the only delay being to get it to drop. It doesn’t move as fast but you can still drop it on people and they will never know what hit them.

Fragger’s nades, while they are still cookable, their radius and damage dropoff means you have to literally put the nade next to someone to kill them. So it takes more effort than it used to.

There’s no reason to not at least punish Proxy when her mines are destroyed by an enemy player, or offer at least some way to deal with them without killing your allies by accident, especially with Lock On in the picture for augments.