Suggestions, all quite minor...


(PixelTwitch) #1

Mines…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.
2, Have the beeps generated locally (client side) and based on distance.
3, Have a minimum distance that mines must be placed away from each other, around 5 feet should do.

Turrets…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 7.5 seconds.
2, Allow repairing of turrets using the turret ability cool down timer as the resource. 50% of the cool down would fully repair the turret.

Ammo Station…
1, Decrease the time required to be stood by the station for the first pickup. (for when running past at spawn)
2, Disable player collision or better differentiate for each team.
3, Allow team to shoot and destroy OR remove team mate bullet collision. (enemy can hide behind a friendly ammo station and not be hit.)
4, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.

Health Station…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.
2, Remove player collision.
3, Have them start natural player health regen after leaving the Aura.

Self Revive…
1, Add an animation or visual effect to the self revive to prevent surprise resurrection when running towards them with a knife.
2, Start player health regen on revive (prevent phoenix from instantly spamming healing aura)

Defibs/Revive…
1, Start player health regen on revive.

Martyrdom…
1, Add a 1 second hold + animation.

Pick-up Deployable… (healing station, turret and ammo station)
1, Have the pick-up act much like the Jugs.

Concussion Nade…
1, Introduce a max turn speed while concuss to prevent DPI switching.
2, Temporarily disable deployables (including mines) up to 3.5 seconds based on distance.

EV…
1, Allow EV repair before it is disabled at a reduced rate (33%)
2, Always move at slow speed, even when disabled. (apart from the initial repair)

MG Nests…
1, Make them destroyable. (500 - 750hp) and repairable.
2, Add step to make players more visible when using.
3, Slightly increase player hitbox size or have player take a small percentage of MG nest damage.

Sniper Rifle…
1, Allow end of mag animation to be skipped.
2, Don’t allow zoom while round needs to be chambered.

Semi Auto Rifles…
1, Re-enable bullet penetration but reduce damage on player pass though.
2, Reduce hip-fire recoil. (visual and spread)

Incapped…
1, Introduce “Accept” revive button like Battlefield 4 (space bar works).
2, Introduce “bleed out” concept, over time gib health is lost (4hp per second)
3, Prevent “X” rotation on the incapped animation

Crosshair…
1, Allow colour change or other visual notification on crosshair overlapping enemy.
2, Introduce a smaller and simpler hit indicator (like the blue X when aiming at a friendly)
3, Slightly increase crosshair size (10%) on a hit.

Footsteps…
1, Increase volume by 20%

Strafe speed…
1, Reduce direction change speed by 25% when or within 200ms of firing. (excluding semi auto rifles)

Sprint speed…
1, Slowly, overtime reduce over speed to max sprint speed rather then just slowing the player down.
2, Reduce sprints speed by 10% on all Mercs excluding rhino.

Long jump…
1, Increase “boost” speed by 10% on all Mercs.
2, Remove speed penalty on landing provided the player bounced off a wall during the long jump.

Ironsights…
1, Increase movement speed on all ironsights by 20%
2, scale visual recoil with number of shots fired (more shots less visual recoil)

C4…
1, [TEST] - remove time remaining.
2, Increase C4 time to 60 seconds.
3, [TEST] - pause C4 timer WHILST being defused.
4, Have “beeps” based on time left.

Objective Completion…
1, Re-enable an instant respawn on objective complete with a 5 second buffer. (including multi part objectives)

Hit Shake…
1, Have the hit shake only effect perspective (cross-hair remains in the same place)


(BomBaKlaK) #2

Not agree with a lot of points


(tokamak) #3

Health Station…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.
2, Remove player collision.
3, Have them start natural player health regen after leaving the Aura.

I do like the idea of an engineer giving deployables a quick upgrade boost. Should be very short though, otherwise we end up with teams spending most of their time tinkering on each other’s equipment.


(PixelTwitch) #4

Thats because you don’t like me and not because my points are bad. lol


(tokamak) #5

Also, on a slightly related note. I don’t like how proxy’s mines work. Right now it really pays to throw them straight into groups and hope they won’t be destroyed before they are armed, and usually that works.

I’d like to see mines ‘ripen’ over time. Where their explosion increases in damage and range after they’ve been lying on the ground for a while. That way you can still throw them into groups and do damage, but the chances of actually killing someone are low. A mine that has been lying around for a minute or so has a giant explosion, easily able to kill multiple people in the vicinity.

If you need some fluff-judo then you can explain it by some chemical in the mines requiring time to set. It’s just that gameplay wise this would put the mines back into their original purpose as booby-traps, rather than delayed trigger-grenades which they are now.

It also allows for more different augmentations

  • Ripen time reduced
  • Maximum explosion damage and range increased (but requires longer to ripen to that point)
  • Trigger time reduce
  • Arming time reduced
  • Lower damage but snare effect

(BomBaKlaK) #6

Absolutely not, I’m just not agree with a lot of points, to complicated, not interesting or clearly OP

It’s nice to see you always proposing some ideas for everything, but maybe sometimes don’t.


(tokamak) #7

You’re concerned we may end up going over the maximum idea threshold?