Some merc changes


(sentimentalDime) #1

So… These mercs could use some changes IMO, here’s what I’ve come up with

Stoker

First off, i think the molotov should be made more area denial focused, and less grenady.
I think we could increase the prime time, before you can actually throw it, and make the cancel penalty higher.
In turn, it should last longer, because 12 seconds just doesn’t cut it.

Proxy

First of all, she shouldn’t be able to throw the mines into a crowd and instantly shoot it to deal massive damage to the crowd, instead, I think that if you shoot a mine that hasn’t primed, it should just break, without exploding. The armed explosion when shot should remain unchanged, except that the beeping sounds it makes should be completely removed, along with a max damage radius increase.
Shotguns should also receive a mid-range buff, to make them viable.
A higher speed-to-health ratio wouldn’t hurt either.

Phantom

What to say about Phantom that hasn’t already been said a million times? Well nothing! His suits shouldn’t make a sound, because me being able to hear a Phantom coming at me while listening to a podcast in the background doesn’t work.
He should also be more invisible when moving slowly, and ever so slightly harder to see when sprinting.
A tracker gun would also be great. Basically it functions like this: By pressing E he pulls a gun that shoots tracking devices, that if hit with, will track you until you die.
This is to make him an actual recon, instead of a wannabe assault.

Arty

Basically a laser dot shouldn’t appear on the ground, so enemies won’t be able to just move out of the way when you mark a spot.


(Drac0rion) #2
  1. Phantom, he’s currently being looked at and there have already been better suggestions for his new ability.

  2. Arty, it’s called counterplay, every damage ability has some counterplay, if he didn’t mark a spot, the enemies should just stare at the sky and run when there are 3 Arty’s spamming their artillery.

  3. Stoker, his ability already has the lowest kill potential out of all the fire supports, why would he need to get nerfed more, his area denial is already the longest I believe, someone can correct me if Kira’s laser lasts longer or the same.

  4. Proxy,

That’s a massive nerf, while I do understand mines should be more defensive, so should sticky bombs in my opinion, instead of throwing them around and finishing enemies off his guns I think they should be more like mobile traps you can set up at longer range.
But Proxy would fall even more out of favor with a nerf like that.

In my opinion, Proxy mines should lose the sound completely and the glow should only be visible to those with Bomb Squad augment. I actually wouldn’t even mind if she got an extra mine, or higher cooldown and no limit to mines, but she wouldn’t be able to pick the mines up anymore.

And her speed-to-health ratio is just fine, SD wanted a really quick objective specialist and she fits the role, a good Proxy flanks well and fulfills her duties. She has low health because her role isn’t killing.

  1. Shotguns, not just a buff to Proxy, many mercs use shotguns, if SD wanted to make shotguns more viable mid range, they would have to give up the one-shot possibility and that is something up for SD to decide.

(BlazinFox) #3

[quote=“Dracorion;130056”]3. Stoker, his ability already has the lowest kill potential out of all the fire supports, why would he need to get nerfed more, his area denial is already the longest I believe, someone can correct me if Kira’s laser lasts longer or the same.

[/quote]

His ability has the lowest kill potential if you don’t aim it properly. ~50% of my kills as stoker are from the molotov.


(Drac0rion) #4

You’re missing the point mate. Molotov deals the least damage in total compared to rest of the fire support abilities. Every ability requires good aim to make the best of it.