Sparks Fragger combo


(FireWorks) #1

Occasionally you find a very good sparks in comp mode games…

You kill the fraggers, the death animation starts and the moment they touch the ground, they already stand up again with spawn protection. Are they supposed to be ungibbable unless instant melee?

Before the sparks update, people commented about the rhino zombie armies… They never came, but yesterday Ive seen Fragger Zombies and they were a lot more scary…


(Szakalot) #2

if the sparks is constantly guarding the fragger, she isn’t doing anything else.

You can also try to kill sparks first.

You can also gib with explosives. Concentrated fire will also gib fragger before get up animation is complete.

and if the fragger is close enough, you can gib with melee.


(FireWorks) #3

So many options and all have a high chance of failing against proper players.

Id love to show you the demo of the match yesterday… 5people facing 2fraggers and a sparks in a hallway. Sparks is just around the corner and cant be reached. 5people trying to gib the fraggers that got revived a total of 5times until we got finally backraged by the 2 others of their team. The desperation on the TS was just great :smiley:


(Szakalot) #4

[QUOTE=FireWorks;539080]So many options and all have a high chance of failing against proper players.

Id love to show you the demo of the match yesterday… 5people facing 2fraggers and a sparks in a hallway. Sparks is just around the corner and cant be reached. 5people trying to gib the fraggers that got revived a total of 5times until we got finally backraged by the 2 others of their team. The desperation on the TS was just great :D[/QUOTE]

: D sounds fun.

Any game with 2 fraggers in a 5 player team is broken, so not sure if that applies : P


(FireWorks) #5

Id just love to watch the demo to see the timings, but a little bit (0,2-0,3sec) more time til the spawnprotection kicks in would be much appreciated.

The sparks revives are already a challenge in some fights, but there I say, my bad cause I didnt do the damage in time or had to reload, whatever. But these fraggers… Dont know why it must be so hard to hold them down.

All medics have some kind of tell, a warning that you might need to gib fast or there will be a revive. Sparks nullifies this - even if you know exactly that shes there and what will happen. The (close to) instant revive is just a bit over the top in my book considering that even if you catch her off guard, she can likely escape around a corner with a jump due to her hitbox.


(ostmustis) #6
  1. she charges the revive faster with augment
  2. the range let her stay safe 3) and gives her no need to endager herself by moving up close at the time of reviving and still get it of instantly
    on top of it she can also oneshot everything except 2 mercs across the map.

Imo she is broken and increasing the time until spawnproctection kicks in is probably the best way to balance it and maybe lowering the damage / lower the health on revive.


(FireWorks) #7

So, with the announcement in place about the less gibbings on the field I want to raise this topic again.

Please, raise the revive time for Sparks. She is already broken in skilled hands and this passive buff incoming wont make it better.

Or maybe someone has a better idea, but I strongly feel her revives need to be looked at BEFORE the antigib patch hits.


(Bangtastic) #8

health restored per charge unit should be reduced because a minimal charge allows you to revive players with quite a lot of hp imo.


(Szakalot) #9

[QUOTE=FireWorks;539645]So, with the announcement in place about the less gibbings on the field I want to raise this topic again.

Please, raise the revive time for Sparks. She is already broken in skilled hands and this passive buff incoming wont make it better.

Or maybe someone has a better idea, but I strongly feel her revives need to be looked at BEFORE the antigib patch hits.[/QUOTE]

I also think the minimum charge-up should be increased; especially since every sparks runs getup cards, insta-full-hp revives aren’t that much fun


(FireWorks) #10

What about a changed revive mechanic for Sparks? Not instant, but with a HoT.

Say you get hit by 100% charge, youd only get ~40% of your instant health and the rest as HoT in the Sawbones medpack style. Fast but stopped when taking damage.

Now you could tinker a bit with the values, but generally


(Szakalot) #11

that could work too, i like