[quote=“FrostyVampire;30733”]I already made a post about buffing Aimee before, but it was a long time ago and that post had already died + I thought about something new
As we all know, Aimee is currently 90% a weaker version of Vassili. While she is faster and can make enemy players take 25% more damage, Vassili beats her in anything else. Better weapons (primary and secondary), more useful and spammy spotting device and more health. Also she is very similar to him in her playstyle (unless Grandeur) and all that stuff
So we need to fix it to make Aimee a bit stronger and make her equally good as Vassili, maybe even better than Vassili but require more skill to use.
While I don’t think her weapons or stats need any change, SNITCH could see a nice buff, here’s a list of what would balance it (in my opinion):
-Double the vertical range, allowing it to spot enemies from more height and be hard to see
-Since SNITCH is some kind of a camera, a cool thing would be to make it do more camera stuff; anyone within’ SNITCH’s range will be not only spotted, but you and your team will also see their health bar, name tag and what merc they are. Example: Frosty Vampire (Vassili) - 110hp (the 110hp should appear under my name).
-Give SNITCH an EMP effect, disabling any buildings within’ it’s range. The buildings will be re-enabled and work again the moment the SNITCH is removed (30 secs passed or it was shot/reclaimed)
-Instead of dealing 1 point of damage when you get spotted first, make the SNITCH do 1 point of damage every second you are in it’s range, this applies to both enemies and buildings.
-Make it so debuffed players are also spotted, but the extra info (health and all that stuff I suggested before) will only be shown if you are in SNITCH’s range, leaving it will hide the extra info
-Health stations will not remove the debuff, but they will make it run out twice as fast
But with buffs also come nerfs, because we don’t want the SNITCH to be overpowered…
-Decrease the debuff time to 5 seconds (from 7)
-In ranked, the EMP effect will also disable and damage your team’s buildings. But it won’t damage you or your teammates
-Destroying the device will remove the debuff/spot effect from all it’s targets. Reclaiming or having it despawned automatically (after 30 seconds pass) will NOT remove the effects
-The debuff will increase damage taken depending on the merc’s max health. Here’s a list (can be changed) for merc health and debuff damage bonus:
80hp (Aura/Sparks) - 10%
90/100hp (Kira, Aimee, Proxy, Phoenix) - 15%
110/120hp (Fletcher, Bushwhacker, Nader, Arty, Sawbonez, Skyhammer, Stoker, Vassili, Redeye, Phantom, Turtle?): 20%
Above 130hp (Fragger, Rhino, Thunder): 25%
The FEL-IX will still be able to one shot 90hp mercs but not 100hp (Phoenix shall survive)[/quote]
I think all these changes need to be implemented except for:
- the suggested repetition of the 1 damage effect (which would be INCREDIBLY frustrating if you can’t find the snitch and it ends up killing you, plus the snitch already prevents them from healing anyway, so this change would only give you cheap and frustrating kills)
- the ‘EMP’ effect (why would we want to disable BUILDINGS? wtf? or do you mean ‘deployables’…? )
- and finally the ability to immediately end the debuff/spot effect as soon as you shoot the snitch(which is dumb because the snitch barely lasts any time in competitive play after it has spotted the enemies - at least one enemy will have Bomb Squad, and that Snitch will be down in a matter of seconds, which means that, with the change you suggested, the debuff would be completely inconsequential. The one good thing about the snitch’s 7 second-long effect is that it lasts AFTER the Snitch is gone and so even if an enemy does kill the Snitch they still have to wait off for 7 seconds or run into battle with a debuff, which also makes me think that your reduction of this 7 seconds to 5 seconds is also a bad idea).
Also, your suggestion of ‘the debuff will increase damage taken depending on the merc’s max health’ looks like you’ve balanced it only for the FEL-IX. If this were implemented, the Grandeur on Aimee would be complete shite, since it wouldn’t be able to 1-shot-headshot Proxy, Kira, other Aimees or Phoenix any more. Sure, you’ve said that these percentages can be changed, but the fact that you haven’t considered, at all, how these changes would effect guns other than the FEL-IX shows that you really haven’t taken any consideration of the broader implications of these suggested changes.
For the most part, though, your changes are good ideas - I just think your changes would make Aimee even worse for competitive play (albeit better for pubs) and would also make her Grandeur worthless as a primary weapon choice.