Hello lovely folk,
So this has been bugging me for a while, these are the 2 things I find… well… “unbalanced”.
A ) Repair Speeds on Engineer Mercs (EV is debatable)
When you look at repair speeds, they do seem a bit odd (i’m not talking about the EV repair, because that is very debatable in terms of balancing)
The problem is, with a normal merc, it takes 5 seconds to plant the c4 and an extra 30 defending it, so that’s 35secs for the c4 to open a certain set of doors.
Now with these “engineer” type of mercs, the problem is, they can repair something in about 5 seconds or so (pardon me if i’m wrong, I just estimated the time) which hey it’s “KINDA OK” except it isn’t.
My argue is that this rate should be nerfed, normal mercs take about 20 secs or so to actually repair an objective (again just guessing the time) which seems fair enough being slow as hell; but with engineer mercs, I think something like 10 seconds (half the time it takes other mercs to do it) is more suitable and gives more room for reaction.
B ) Spawn Campers
The main argue with this is that in a case where spawn camp happens it obviously means that the teams are unbalanced, which leads to “you should call a vote to shuffle” which usually doesn’t go through as almost always about 3-4 people of the 16 people in the server vote and usually people who are on the winning side of this press “NO” just to enjoy their well earned easy win!!!
Another scenario of spawn camping is the more softer one which is insta-wiped on spawn by a skyhammer airstrike.
The solutions I came up with were:
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Immunity on spawning (until you leave spawn area) this also solves the airstrike problem.
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making the spawn area restricted (like battlefield) this will still let the enemy snipe or airstrike a spawn but there will be less tension on insta dying because someone was camping right behind you.
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a mixture of both! both immunity until leaving spawn and a restricted spawn will stop getting spawn sniper and airstrike’d while also stopping enemies from killing you on spawn by camping behind you.
I think this is the best course of action is because on a map like terminal, if you’re on the defender side, you can sneak around the map to the enemy spawn and go through underground to flank them from escalators (which I think is a very interesting aspect of gameplay that shouldn’t be taken away.)
This means while the game has a restricted spawn access (which gives the enemy say 5 seconds to leave the spawn area or be killed just like toxic gas, except there is no damage over time, but an insta-kill) you can still preform the maneuver I mentioned above which requires access to the spawn.
This way paths for gameplay remain open while spawn camping kinda gets removed.
Argues against this:
Where does a spawn actually begin and end? if you give immunity on spawn, a team can take out any enemies camping at spawn/spawn doors easily and quickly advance turn a game around.
on a map like trainyard which is very open, this causes issues. a sniper can easily stay in spawn and cover middle. now if this doesnt exist, an enemy sniper can do the same by staying at a far distance and insta-killing anyone who spawns.
also again, when you look at most map structures, wheter the enemy is directly on spawn or at the spawn doors there are things to consider, in a map like trainyard, (from defender side) there is enough room to just keep the attackers at spawn doors (because of the windows on both sides and the open middle part.
in a map like terminal on the attacker side you can easily take the machine gun while someone covers the other flank and the pump is destoryed and the enemy cant get out of spawn anyway.
So most of these have something to do with the map structure as well.
I’m only posting this here as a suggestion, I like the game the way it is, but I think it can have improvements in the above 2 categories.
You are free to also share your opinions and suggestions.
Keep on playing dirty <3