First of all I like to start with giving a thank you to the devs for making such a nice game with fluid gameplay and good movement based game style with a nice pool of different unique mercs. But for me I got burned out of dirty bomb after a while. This is not because I got bored because it being a shooter, but because I encounter always the same issue after a very long Beta state and I feel not rewarded anymore after most matches.
They should rework how mercs work in general. Below are some of my suggestions, they might not be the best but feel some of them can use tweaks:
- Add delay to proxy to prevent her from shooting the mine instantly after placing it.
- Add spread to rhino minigun, it shouldn’t be able to kill people at 15m with no effort.
- Lower sniper damage on body, reward them for HS, remove the option to 2shot mercs with body hits.
- Give thunder the option to select between an EMP or an blind granade.
- Increase delay on nader granade launcher the more granades they shoot without a direct hit. Example: default CD is 5seconds to get the next ammo, if they shoot 1 nade and its a direct hit they get -1sec CD on their next ammo. If that nade is not a direct hit it adds +1 sec CD. This way it adds a penalty for spamming the nades randomly and rewards aiming for direct hits. On a 3 hit volley and all 3 are a dirrect hit you have only 2sec cd to your next ammo, but if all 3 are no direct hits you have a 8sec CD as punishment.
- Make fletcher sticky nades do more dirrect damage, but alot less splash damage. It rewards getting that sticky on that enemy instead of spamming 3 and let the splash damage handle the work.
- Add a turn speed for bushwacker his turret. Now it’s just way too powerfull with the speed up card.
- Give Kira a bigger laser beam but slower. If you not a fast merc there is no way you can escape the laser.
- Give shotgun a longer delay between shots and make the drop off damage alot larger beyon its max damage range. Shotgun is a close combat weapon, but even if it does 40dmg at 8m, if you give it less then 500ms between shots it still can do 80dmg(kill an aura, spark, proxy etc) from that distance in 1sec.
Merc rework suggestion: All the merc reward progression cumulatively adds up during respawns. There should maybe be a progression bar on the ability to see how far the players are untill they get rewarded with another charge / ammo / healthing pool for their ability. the player can decide when they want to receive the reward if it progression bar is full. This will provide with unique situations during rounds.
Objective mercs: Limit the mercs ability, rewards on succesfull doing objectives.
- Limit proxy mines to 1 and reward a new one after a succesfull kill. reward an extra one if repaired x amount of an objective or planted a bomb successfully.
- Limit fletcher to 4 sticky bombs, reward x amount of sticky bombs if repaired x amount of an objective or planted a bomb successfully.
- Limit bushwacker to 1 turret, reward an extra turret if he repaired x amount of an objective or planted a bomb successfully.
Fire support: Limit the use of ability, reward on succesfully applying the ability.
- Limit kira to 1 Laser strike, Arty to 2 arty strikes, skyhammer to 1 airstrike, Limit Stoker to 1 molotove. reward an extra ability charge if it does x amount of damage to an objective or succesfully disable an objective.
Medics: Limit medics to a health pool that they can max use to heal. Reward on succesfully heal and revive friendly players. Medics can be rewarded a total bonus of x healing pool.
- Limit sparks and sawbonez total heal pool to a maximum of x health by use of health packs, recover x amount to healing pool on direct healing. Reward sawbonez x amount of healing pool if he revived x amount of friendly players with a total charge of x amount(charge time of the defibs). Rewards sparks with the ability of their revive gun to revive x amount of players within x meter at once.
- Limit aura total heal pool to a maximum of x health by use of Health station. recover the used amount of healing pool if the heal station is picked up and moved x meters. Reward an extra healing station(with its own heal pool) if he revived x amount of friendly players with a total charge of x amount(charge time of the defibs).
- Limit phoenix total heal pool to a maximum of x health by use of healing pulse. Reward x amount of healing pool if he healed x amount of health when friendly player is below x amout of health. Reward an extra resurrect if he succesfully revived x amount of friendly players.
Assault: Limit the amount of ammo, reward on succesfull kills.
- Limit nader granate launcher ammo to x, get an extra ammo if its a direct hit. Rewards x amount of ammo on destroying of an objective or killed x amount of enemy players.
- Limit thunder to 1 blind / EMP nade, reward with an extra nade if succesfull disabled x amount of device if it is an EMP or if it successfull blinded x players if its a blind nade.
- Limit Rhino to draw his Minigun x times, reward an extra charge if he successfull kills x mercs with the minigun.
- Limit fragger to x frag nades, reward an extra frage nade on x direct kills.
Recon: Limit the amount of devices to 1. Reward an extra device if the device assisted the team. - Limit vasilli and Aimee to 1 device, reward an extra device if it assisted to kill x players.
- Limit Redeye to 1 smoke, reward an extra smoke if he succesfully kills x enemy players while in smoke.
- Limit Phantom to 1 cloak charge, reward an extra charge on succesfully killing x enemy player while cloaked.
This can provide aura with 2 heal stations, sparks with the ability to aoe revive a team, arty with 2 extra arty strikes for that extra push etc. The rewards should be balanced out so they don’t fill up too quickly during rounds. But it will reward people doing their specific role alot more often since it actually rewards them with more power during the round other then just extra points at the end of a round.
This is just a thought and not dirrectly a real concept. But this way people have to be alot more carefull when they use their merc abilities and will work together to apply those abilities together. Now people spam their abilities untill they are on CD and use their gun untill it’s back off CD. Players should be rewarded for using their abilities at the right time and not be rewarded for spamming it the second its off cooldown.
