Spark to Comp Level (What would you change?)


(spookify) #1

Question to the Community:

What would you tweak to make Sparks more viable in Comp?

Summary:
With the addition of Phoenix coming in the next update and his relative comparison to Sawbones what will make people choice Sparks over either Sawbones or Phoenix?

Sparks = 80 HP
Phoenix = 100Hp
Saw = 110HP

I will start by listing their HP. This list also goes but their speed as Sparks and Phoenix are faster then Saw.

spookify Play Time:
The first thing I have noticed is how long it takes for me to get packs out… I almost forget I have them when I am playing her. I am back at work but are her ability numbers switched around? It seems like my fingers are stumbling over her abilities and guns. I mostly player her with her Reviver out as her main so my fingers get crossed.

Speed of the Game:
I am not a huge fan of the sparks, kira’s and Aura’s running around at blazing speeds near impossible to track in close quarters and their height being a lot shorter. Its like picking Odd Job on GoldenEye… Combine their speed with the freaking wall Jump spam and its simply frustrating to play against.

So if they are frustrating to play again why arent they valuable in comp?
I think its mostly because their HP and main guns. Sparks is a medic so her blazing speed isnt really utilized if she is pocketing a Fragger. Also turning the tables to defense where small maps make for very fast pushes she can not with stand a charge by basically any merc. I will use this example she is almost like a sniper with 20 less HP and packs that can revive.

If you think about it she really doesnt have that strong of poke. She basically has her reviver and it needed to both be fully changed and also land a head shot. Ask yourself have you ever noticed getting hit by a half charged or even fully charge reviver in the “body”? I really havent.

I think this game will evolve (if its not already) to medic mercs that can:
#1) Stay Alive!!!
#2) Put out Huge amounts of DPS
#3) Heal themselves and Teammates
#4) Stay alive to reach a Teammate
#5) Stay alive after reviving a Teammate

From what I am seeing is a lot of the better mercs and gun combination are the Higher ROF and Mid to Mid High Damage. (Imagine that right) These guns in very good hands are poking heads at a very high rate. The M4, BR-16, KEK-10 are throwing down so much damage so fast and at a long range how can you not have them on your team. Mean while a sparks is basically trying to poke a head of an enemy and then recharge again and try and get the gib!

The Reviver for Healing!
This gun is very fast at reviving and the zero distance to travel is very nice. The thing is not all maps are flat wide open spaces! She does need to get fairly close to revive mean while having a pop gun out that shots 1 full charge ever 1 or 2 seconds. She is not throwing down DPS not creating Aim Punch on any other person.

Heal Packs:
I really like them but like I said they are slow for me to get out and I stumble around trying to find them. Once they are out they are small and basically on cooldown instantly… These packs are the closest thing to ET pack we have. I would like to know how the 4 pack cooldown compared to the cooldown of ET Medic Packs?

I would also want to know if Sparks is Shorter and Smaller then Saw and Phoenix? (Aka smaller hit boxes)

Now to the question of the day. How do you make Sparks as good as Sawbones and I assume soon Phoenix?

#1) Slow her down to 4.5 Speed instead of 5. We already have a 5 medic in Aura!!
#2) Give her more HP --> 90 or 100… If she is indeed smaller then Saw or Phoenix then 90 HP
#3) Give her a GUN! Hockfir to start and see how that works.
#4) Slightly larger Packs or Quicker pack release.
#5) What was ET’s pack Cooldown and match that OR after receiving 2 pack within 5 seconds the second pack will boost the Self Regen!

That is actually a pretty sweet Idea… If you arent going to give her full ET/RTCW Style packs then combine her pack currently with Sawbonez and after taking two packs they start the regen.

  • Just an Idea.

I do like the insta HP packs but they are lacking when you are trying to keep a 80 HP medic alive and half or all your team. There is never a more helpless feeling that just sitting there looking at a medic waiting for them to give you one little pack.

The reason this issue isnt really revolving around Aura is she can set her station down in a none spam area and just insta heal if a teammate runs and falls back. IMO aura is pertty weak on attacking as her DPS is pretty low but with the Blishlok she has a slightly longer poke. If a one merc rule like LOL goes into effect I think we will be seeing less Aura’s as well. If you cant throw down DPS on both sides (Attacking and Defending) that what good are you. But then again some Aura’s are super good as setting a station down quickly healing and moving forward on attacking in baby steps however I think against good teams these baby steps open you up to be called out and back raged so I will stick with my original thought that Aura is also slight week on attacking…

And Finally I will point to this post I made about possible adding another rank to every merc. Merc Offence and Defensive Rank.

Edit: Link to the Nexon Forums Same Post. Mostly Pub Feedback…

What does the community think?


(Mustang) #2

Haven’t played her since the last round of Sparks related changes but the thing that annoys me about her the most is the overcharge, so if that was removed I’d enjoy her more. I find more of my charged shots are wasted to overcharge than are actually fired towards a target; friend or foe.


(Szakalot) #3

I’m a big fan of ‘4’

Packs should be easier to pick up, and Sparks should throw them a lot faster (like, 50% faster)

If Sparks could quickly make bunker-pockets of HP she could become viable. Atm. low HP and lackluster guns just don’t match with sawbonez, and she doesn’t have the chokeholding power Aura has.

Imo the direct-hit bonus is annoying, and i’d rather it got removed, for an extra 5hp on every medpack.

Throwing hp at people mid-fight is absurd, and it takes way too long to healup when looking at people, imo Spark’s biggest problem is lack of heal during fights. Giving the direct-hit HP bonus to the medpack (or a bit of it) would allow sparks to throw medpacks at the teammate’s general direction, rather than aim in the complete chaos hoping the teammate won’t switch dodging directions.


(Glottis-3D) #4

give me a not shoot-on-release mechanix for revivr, and im fine.
because this gun screams for mouse scripts, and this is wrong.


(BomBaKlaK) #5

[QUOTE=Glottis-3D;537824]give me a not shoot-on-release mechanix for revivr, and im fine.
because this gun screams for mouse scripts, and this is wrong.[/QUOTE]

Yep i’m pretty sure a lot of good spark players use macro indeed. and spark is already viable in comp due to the instant long disatance full HP chain revive, you can stay far of your team and revive all your mate in a blink.


(FireWorks) #6

Personally I hate seeing and playing her for the low healing she provides. This got a bit better with the last patch. More often than not Id like to TK revive cause its hard to top off low health players. It takes ages (drop speed) and only allows for 1 or 2 patients until you face a long CD.

Thats why Id really love to see your idea of an increased regen at the second pack. If the second pack provides a HoT (maybe not as drastic as sawbones) she might have some potential even as pocket medic for a big guy.
Or maybe “each pack also increases self regen speed” and this can be stacked. Could even go lower with the initial heal (aka back to before the patch). Means even a low Rhino would be happy with 2-3 packs.

I dont know if youd really want to give her SMGs and more HP, though. Maybe one of it but not both. She will be played a lot then, but also be a bit too strong with her across the map potential.

For comp and pub alike, balancing should be done mostly via her healing power. Give her the small HoT.


(prophett) #7

Give her a gun and i’ll play her, otherwise I can’t be bothered.