After playing this game for a few days now, there are some things that really…confuse me, so maybe someone can “defuse” me
Is there really no movement/jump penalty when getting hit by someone? I mean, it doesnt happen often but some people just jump around like nothing is happening to them and I dont get it. What is this, kangoroo-hunt?
I definetly dont understand how invisibility is a fitting element in an FPS...but nevermind. However, beside that I dont get who thought that this annoying Phantom would be a good idea, how are you supposed to spot him? I mean I played him for 1 or 2 games and…you just go invisible, and stab/shoot someone from behind, go safe, repeat…where is his weakness besides the fact that he has absolutely no use but killing people?
I understand that the med packs of Sawbonez stop healing when getting damaged. But, is there any similar effect to stuff like Auras Health station or does that thing just do it`s job no matter what?
What is the purpose of Assault/Recon Mercs? I mean, I know what a Nader can do, I know what Vassili can do, but to me, it feels like…you don`t really need one of them, while it would be pretty bad to have no medic or engineer, right?
Dirty Bomb is fast paced soo movement penaltys would be a contradiction except for the flashbang.
Assault are good for pushing objectives and covering someone and reacons spot and disable deploybels.
Phantom is broken right now they over buffed him.
No there isn t the similar effect for Aura health station.
And I would recommend checking out New Players sub forum.
@ReXenderTzAr said:
Dirty Bomb is fast paced soo movement penaltys would be a contradiction except for the flashbang.
Assault are good for pushing objectives and covering someone and reacons spot and disable deploybels.
Phantom is broken right now they over buffed him.
No there isn t the similar effect for Aura health station.
And I would recommend checking out New Players sub forum.
Yep. Just some things to add though;
-Phantom is going to be nerfed again pretty soon. The devs recently buffed him, but acknowledge they made a mistake with that. At the moment, he really doesn’t have a proper weakness. Maybe try playing nader against him? I’m not sure
-Spark’s medpacks heal instantly, so they can be used effectively in combat
-Medics and enginners are a must, but they’re generally not as good at killing things. And of course in order to do an objective, you have to push back the enemy team. That’s where assault mercs come in. Generally assault mercs are supposed to be able to push forward into enemy lines, while recons are supposed to defend things by annoying people when they walk into open areas. No, they’re not as critical as medics or engineers, but they can still help give your team better firepower, especially assaults. It is kinda weird just how many of them there are in an objective based game, but oh well.
@HauniHaunted said:
After playing this game for a few days now, there are some things that really…confuse me, so maybe someone can “defuse” me
Is there really no movement/jump penalty when getting hit by someone? I mean, it doesnt happen often but some people just jump around like nothing is happening to them and I dont get it. What is this, kangoroo-hunt?
I definetly dont understand how invisibility is a fitting element in an FPS...but nevermind. However, beside that I dont get who thought that this annoying Phantom would be a good idea, how are you supposed to spot him? I mean I played him for 1 or 2 games and…you just go invisible, and stab/shoot someone from behind, go safe, repeat…where is his weakness besides the fact that he has absolutely no use but killing people?
I understand that the med packs of Sawbonez stop healing when getting damaged. But, is there any similar effect to stuff like Auras Health station or does that thing just do it`s job no matter what?
What is the purpose of Assault/Recon Mercs? I mean, I know what a Nader can do, I know what Vassili can do, but to me, it feels like…you don`t really need one of them, while it would be pretty bad to have no medic or engineer, right?
Question #1 Answer:
There is no movement penalty from getting hit, with the exception of melee weapons; with melee weapons, when they hit you, it snares you giving a very brief movement speed debuff (dropping you to 66% normal move speed for light swings, and 31% normal move speed with heavy swings respectively). Normal Jumps experience no movement speed penalty, Long-jumps do from the 3rd chained jump onwards; not directly, as it purely loses momentum and gives a diminishing return on the distance it covers.
Question #2 Answer:
It can work, but is nearly impossible to balance in a way that makes it viable for competitive without being obnoxious or seemingly overpowered in casual; take the Spy from TF2 for instance, he gets the most flak from casual players who complain about him but in competitive play he requires a skilled player behind the controls to be effective.
Question #3 Answer:
Aura’s Health Station will keep healing no matter what is happening, the options you have are to shoot the station first (usually the go-to answer you will be told) or to have your damage output outpace the rate of healing; some guns will require consistent headshots to manage this, others will not.
Question #4 Answer:
Assaults and Recons fill the void that would otherwise be present in the class roles present among the Mercs in the roster.
Assault Mercs are more geared towards killing, and usually are the ones to initiate combat in team fights; they’re the door-kicker class, to put it more bluntly.
Recon Mercs are similar, in Dirty Bomb at least, to Assault Mercs; but usually with a slight spin put on them for the sake of utility. They typically focus and specialize on long-range engagements, as opposed to the more close-to-medium range nature inherent to Assault Mercs and the role they fill.
EDIT: Went to check the exact values of the snare debuff so those are now included in the answer. For reference you can find all the data on the ingame weapons via ArsonistCrow’s spreadsheet here:
Overbuffed…okay. But the thing that I do not understand now is, if they “did a mistake” (to tell it in a way that is not gonna get me in trouble) and if he really is that broken, why isnt the buff reversed or the merc completly disabled? I mean, it is better to have 1 of 23 mercs completly useless instead of 1 of 23 mercs completly breaking the game. But maybe it is just me being mad after being stabed over and over again from behind. But to be honest, this does not make me feel comfortable in what the guys and girls responsible for this game are doing.
Refering to answers regarding point 4:
But doesnt that mean that I get less experience with these guys? I mean I get no support xp, I could do some objectives but I am much slower at repairing, planting and defusing which means that there are situations where it would be better to let someone else do that, so there is mostly just combat xp?
@HauniHaunted said:
Refering to answers regarding point 4:
But doesnt that mean that I get less experience with these guys? I mean I get no support xp, I could do some objectives but I am much slower at repairing, planting and defusing which means that there are situations where it would be better to let someone else do that, so there is mostly just combat xp?
Your XP gains will correlate directly to how effective you are at killing people as an Assault Merc (which will also gain you the Badges associated with Kills), so it becomes more about your positioning and aim; Recons typically have an ability that serves a secondary purpose, as aforementioned they have a slight spin put on them for utility, that offers XP gain via means outside of combat. In short, Assaults and Recons gain XP most efficiently when they can chain kills together while staying alive; for the sake of clarification Recon and Assault Mercs both suffer from poor team coordination, they both rely on a team’s competence and good teamwork to be effective.
Assaults will suffer without good medics and a team backing them up after initiating combat, whereas Recons need their team to be positioned well and be pushing against the attacking or defending team to succeed. When your team is positioned well, and don’t hang in the back lines, both classes can cause a good bit of damage to the enemy team; often times it will force the enemy team to funnel into specific routes, making their movement predictable, allowing for easier and more frequent team wipes. Sniper’s are a slight exception but they will still require the team to be positioned properly, and maintaining pressure, to be effective; with your team positioned properly, and working with you, it allows you to get into position to take shots you otherwise wouldn’t be able to make.
Why is there no mechanic to help a team that is down in players? It is pretty annoying to see 1 or even 2 guys just quit or dc in the first minutes and to know that the enemy can just push or defend easy because you can hardly compare that. I do not even join a match that is already running, especially not when an EV is involved cause I know that my team will be behind and I am just wasting my time.