Sparks Ability rework


(Bojangles) #21

@Dokuman
I like your idea overall, I think it’s an interesting suggestion that provides a viable solution as opposed to just a complaint.

I too, would like to see her REVIVR damage removed (or reduced would be good for me too). However I disagree with making her revive ability rely on charges. Medics need to be able to get a bunch of revives in when the going gets tough, and limiting her revive potential would severely reduce her usefulness as a medic. If she had a long range heal for alt fire (which I’m on the fence about) that would make more sense to have charges to me.

[quote=“Xavien;97295”]
Well, that’s like saying a good Vassili outkills a good Fletcher in close range. Any merc could be op if you bring it that far.[/quote]

But, that doesn’t happen. If it does it’s certainly not frequently enough to make a reasonable point. I understand what you’re getting at, that a skilled player could essentially ignore merc roles and outperform another merc of a different class in their field of strength. Shii, I like to run around and knife people with Bushwacker and sometimes it works disturbingly well.

The thing is, there are enough sparks players performing alarmingly well offensively who generate more kills at long and short range than would be normally expected of a medic. I get tired of playing with and against those players as…

Going against them is frustrating and embarrassing. I hate losing to a low hp merc with weak offensive weapons (save for the REVIVR) in mid-short range when we are on equal terms (equal terrain, full hp). Sure my skill plays a factor into that; I could’ve tracked better, I could have made better decisions, I could have moved around better. But to simply be out DPSd by a medigun? It sucks when that happens. It also becomes frustrating to be insta-gibbed by snipe-sparks. A long range rez machine and snipe machine does come across as a bit over powered to me :confused:

Playing with them is like playing with half a medic. They are more focused on killing than they are supporting their team. It’s an afterthought. Only once every enemy is dead and on respawn time does Rambo-sparks decide to revive any of her teammates. Sure, clear the immediate area to ensure survival, but you don’t have to run around the corner looking for blood and leave me writhing on the floor!


(avidCow) #22

[quote=“ostmustis;97298”]imo ranged revive is a broken mechanic and I dont know how to balance it well. maybe make it so it takes a long time to get up when revived with the reviver and make it more of a out of combat revive?

1shot ability with hardly any down side on a medic is also bananas, its practically risk free to use, ranged, 100% accurate, no cd, infinte ammo, you name it…[/quote]

They could start by applying severe range penalties. It’s crazy good that I can snipe/revive people to full health when they are little more than a small cluster of pixels that I have to squint at to see properly.


(Szakalot) #23

[quote=“avidCow;97677”][quote=“ostmustis;97298”]imo ranged revive is a broken mechanic and I dont know how to balance it well. maybe make it so it takes a long time to get up when revived with the reviver and make it more of a out of combat revive?

1shot ability with hardly any down side on a medic is also bananas, its practically risk free to use, ranged, 100% accurate, no cd, infinte ammo, you name it…[/quote]

They could start by applying severe range penalties. It’s crazy good that I can snipe/revive people to full health when they are little more than a small cluster of pixels that I have to squint at to see properly. [/quote]

that could work too: if a sparks is far enough she has to fully charge the battery to make a proper rez.

I don’t think there is anything wrong with the damage, except that the battery is now too forgiving, and the minimum-charge shots are too spammy