"Tank" mercs, Try hard augment and Salty Salazar Saltiness


(ASTOUNDINGSHELL) #1

FIrst off this are some different discutions on the same post, cause i am lazy

1-“Tank” mercs and the Meta
Now this is somehtign i have ntoiced happens a lot in games with classes in the way DB haivng different HP and MS for them.
So far i have noticed that mos tof the time a Squishy merc will survive mroe than a heavy due to their small hitboxes and high speed, example like Biatch…I mean proxy, who has 2 fragg granades on steroids, she can hide anywhere, its hard to hit cause of her hitbox, i do prefer fragger cause he is a badass, but my main owrry is thunder, he has a enourmous Hitbox for only 10 extra hp, i have seen many who say 160 is a lot, but that is basicly 2 clicks of the arnhuld or one fo the rembrug, sicne that hitbox will make sure you get hit. I think thune rn eneral needs some buffing, but thats another topic.

2- The Objective specialists.
In my opinion they are a bit to viable in combat, specially Fletcher (Salt) he is better at killing than Phantom, and Thunder, whom are msotly shwon as Slayer mercs. I just feel that he deos a great job at killign and cleanign rooms, than the assault mercs do, and he can then make thsoe anyoing and furstrating 3 second defuses. that all my salt on fletcher for today

3- Try hard perk.
Dunno, i jsut think it would be mroe rewarding and “skill” based to give the player extra 10 hp on kill during that specific life, it would reward peopel who survive figths. and you could make some pretty god loadout for, Phantom and other mercs out of it.

thats all.
here a phantom potato with the refractive armor.

hue


(solace_) #2

interesting thought on the try hard perk. I personally trade up any cards with that perk right away because of how useless it is.

I think that they should do what you suggested but rather it would increase the max health ceiling by 5 health. 10 would be mad OP.


(LifeupOmega) #3

The meta doesn’t really favour light hp mercs right now unless you’re Sparks, most teams will run a Fragger, Skyhammer/Arty (or Kira if the EV isn’t an issue in that game), Nader, Redeye, Fletcher/Bushwhacker, or an Aura/Sparks. Most of those mercs who’re constant picks are above 110hp, with only 2 constant picks (the medics) being below that.

Try Hard is still a garbage perk, and even getting 10hp back per kill would be nice and make it a wanted augment.


(ASTOUNDINGSHELL) #4

@succinctDeer @LifeupOmega

I did remark i was excluding fragger, as a Fragger nade and self proclaim dunkmaster, i know he is almsot invaluable in competitives, I am worried about the other 2 heavy mercs or any other heavy upcoming mercs.

I didnt ment you getting 10hp back altho that would be pretty cool, I ment it increasing your max HP by 10 on each kill.
kinda rewarding players for been good.


(LifeupOmega) #5

Ah fair, misread that then. Honestly though, 10 extra hp seems kind of ridiculous, per kill, due to how fast you could tank up. For the sake of balance giving back health after a kill seems fairer, would also let you self-sustain a bit longer - it’s not a massive amount, but it may save you a few times, which is how augments are meant to work.


(watsyurdeal) #6

So in other words Thunder needs a buff, Phantom needs a buff, Rhino is the Dirty Bomb equivalent of Hugo in Third Strike, and Fletcher is a bit too spammy.

Fuck me I feel like I am in a time loop


(Dawnlazy) #7

What if Try Hard just gave you +10 HP and that’s it?


(solace_) #8

[quote=“astoundingShellfish;146837”]@succinctDeer @LifeupOmega

I did remark i was excluding fragger, as a Fragger nade and self proclaim dunkmaster, i know he is almsot invaluable in competitives, I am worried about the other 2 heavy mercs or any other heavy upcoming mercs.

I didnt ment you getting 10hp back altho that would be pretty cool, I ment it increasing your max HP by 10 on each kill.
kinda rewarding players for been good.[/quote]

ahh. I see. I misunderstood what you meant. i think either way could work. But 10HP if it was an instant return upon getting a kill. 5 if it raises the ceiling. Maybe they could do both? With two separate augments that is.


(solace_) #9

I feel as if it should be a reward for contributing and not just a hand out. Granted, all of the other augments are pretty much handouts but I think in the case of giving a merc extra HP might be a little too much.


(ASTOUNDINGSHELL) #10

@LifeupOmega
I didnt mean in an infinite stack, i ment it up to plus 30hp maybe it could give you 5hp on kill and plus 10 max hp, stops at plus 30, and formt here you only get the heal


(Dawnlazy) #11

I feel as if it should be a reward for contributing and not just a hand out. Granted, all of the other augments are pretty much handouts but I think in the case of giving a merc extra HP might be a little too much.[/quote]

Well it would still be inferior to Unshakeable for instance.


(solace_) #12

I feel as if it should be a reward for contributing and not just a hand out. Granted, all of the other augments are pretty much handouts but I think in the case of giving a merc extra HP might be a little too much.[/quote]

Well it would still be inferior to Unshakeable for instance.[/quote]

Yes, in some cases. In others such as vasilli or redeye, I would say the extra health is better because you are not likely to be running into explosives that often. Even on other mercs though, extra health could be a serious boon in gun fights. Take aura for instance, they have so little health that gaining an extra 15HP (to their total ceiling) could make her seriously more powerful if she is standing on a health station. But, you can’t have all the best augments on one card I guess…


(shreked) #13

1+ for higher movement , 1+ for low hitbox, 1- for low health. 1+ for squishy and fast in a short explenasion


(ASTOUNDINGSHELL) #14

@shreked ???


(scavazzi4) #15

What if tryhard did increase hp regen when low?
I think this would both fit its name and icon.