All I know is people need to stop throwing around the word OP
Sparks has made me change my mind
It’s not about Sparks. Sparks mechanics are kinda fine (and interesting).
What is f**ked up here is the revive mechanic. It wasn’t that bad before Sparks because medics had to be close to the target, so the immune shield wasn’t a big deal because you always had the opportunity to kill the medic reviving the target. But now…
PS : I main Sparks, so it’s not a whiny post at all. I enjoy her REVIVR gun so much (as much as an offensive asset than a defensive one).
I guess I don’t pay all that much attention, I rarely use sparks.
What exactly is this immune shield you guys speak of? The whole 1 second you can’t be damaged when revived? I think this is a necessary mechanic.
As it stands I can still kill people right when they revive. Sometimes wracking up like 4 kills on one person in like 20 seconds lol
[quote=“babyblueFist;39781”]I guess I don’t pay all that much attention, I rarely use sparks.
What exactly is this immune shield you guys speak of? The whole 1 second you can’t be damaged when revived? I think this is a necessary mechanic.
As it stands I can still kill people right when they revive. Sometimes wracking up like 4 kills on one person in like 20 seconds lol[/quote]
I think the invulnarability coul d be a little bit shorter. Make it 0.75 instead of 1 sec. could make a big difference already.
As for sparks
[quote=“brainyCell;39715”]
–> This is my point, they stay way back and charge that res and pop it the second a merc goes down. You realise in most cases it takes time to either reload ( after fighting a fragger or rhino) then shoot x number of bullets since its not insta gib OR close the distance and knife? Even a ‘pro’ can’t possibly finish off a down merc that quick.
…
–> I’m beginning to think you play a different game to me. Aura or Sawbone reviving with 100% hp requires charge even with the augment, granted Sparks need to charge it up also but the difference is Spark has time to charge it up in a gunfight simply because she can hang back and charge while a SB or Aura is basically a free kill if they decide to charge.[/quote]
I think everyone already witnessed the miracle of instant full health zombies out of nowhere. What makes it harder for sparks than Aura/Sawbonez to charge rezz is that the reviver gun can overheat, which renders the gun useless for a couple of seconds. So your szenario with a spark waiting charged to insta heal a fragger/rhino is not as easy as one might think.
Additionally the line of sight issue + her abnormal hitbox and blocking from players are additional barriers for a succesful long range ress.
Aura/sawbones can just spam their defi until they hit its a nobrainer.
And as with any ress, Vassilli hs and nades/mines/airstrikes/laser gib people so if someone pushes the ev from behind while cowaring for example i would just throw a couple nades and hes done for.
The only “nerf” that would make sense would be either reduce the ress hp of her gun or remove the charge up augment or atleast not in combination with the stand up augment in one loadout.
Yes, the revive invulnerability period needs to be removed. It’s a bad design mechanic.
It’s quite annoying, that just revived people get a spawn protection shield. In fact they should be more vulnerable after a revive.
Anyone else seeing this like me?
[quote=“Misteur;39766”]It’s not about Sparks. Sparks mechanics are kinda fine (and interesting).
What is f**ked up here is the revive mechanic. It wasn’t that bad before Sparks because medics had to be close to the target, so the immune shield wasn’t a big deal because you always had the opportunity to kill the medic reviving the target. But now…
PS : I main Sparks, so it’s not a whiny post at all. I enjoy her REVIVR gun so much (as much as an offensive asset than a defensive one).[/quote]
Agree, because Sparks mercenary it self is well balanced.
there is no use pointing to sparks being weak in combat when trying to explain away a broken game mechanic. if its broken it needs a fix and its got nothing to do with merc balance or combat effectiveness
I read “But Sparks haz only 80 HP” So what? Just because she has 80, should a merc with less HP being stronger? No. Just because she has low HP doesn’t justify overpowered builds.
Also Sparks has a gun that can damage you for more than half of your health, then she can switch to the SMG and jumping around you at fullspeed like a monkey and kill you.
i put 100 hours into this game and if they dont do somthing with the revive system this patch i just going to uninstall. ppl complain about martyrdom,and nades when you can actualy deal with them and sure its frustrating to walk on a grenade, but theres nothing more frustrating than an unkillable opponent who is constantly revived from the other side of the map and you dont have time to finish him/her with your bat. Especialy frustrating when you kill the spark first behind the guy just to see another spark revive her before you can put a round in her dieing body.
No wonder they banned her from some cups in the competitive scene
[quote=“Szeg007;40106”]
No wonder they banned her from some cups in the competitive scene[/quote]
Those guys deserve a medal.
[quote=“laudatoryLunch;40135”][quote=“Szeg007;40106”]
No wonder they banned her from some cups in the competitive scene[/quote]
Those guys deserve a medal.
[/quote]
She was not banned for any gameplay reasons afaik. Every new merc gets a 1 week ban to allow teams to practice and develop strats with them. Phantom will be banned for a week on release as well.
Sparks isn’t the problem so much as how long it takes to gib someone with anything other than a knife, and how people can be revived immediately as you are gibbing them with a knife and be fine and invulnerable.
All that really needs to be done is reduce the amount of damage it takes to gib a downed player, and make it so if you are knifing them and they are rezzed at the same time, they should be gibbed.
Nope, she did get banned from some cups due to gameplay bugs. Eg. massive objective damage.
[quote=“Szeg007;40106”]i put 100 hours into this game and if they dont do somthing with the revive system this patch i just going to uninstall. ppl complain about martyrdom,and nades when you can actualy deal with them and sure its frustrating to walk on a grenade, but theres nothing more frustrating than an unkillable opponent who is constantly revived from the other side of the map and you dont have time to finish him/her with your bat. Especialy frustrating when you kill the spark first behind the guy just to see another spark revive her before you can put a round in her dieing body.
No wonder they banned her from some cups in the competitive scene[/quote]
Easy fix. Kill the Sparks.