Thoughts and ideas for unviable mercs


(AdmiralTeddy) #1

Hello!
In this post I wanted to address the mercs at the bottom of the viability pool (in competitive scene at least).
The mercs I’m going to talk about are: Aura, Redeye and (arty)… the reason why arty is in parenthesis is because I don’t consider him unviable, but more on the fact that he needs an improvement.
Before I jump into it though, please, remember, I only wish to provide feedback to my experience, I don’t play either of these mercs to a point where I’d call myself knowledgeable, this is what I’ve gathered by playing them for the duration that I have and from what I have seen. Players who are good with this mercs may disagree and that’s fine, i’m looking to provide constructive feedback and if you feel I am wrong, you can politely argue and point out my flaws if I already haven’t… and by all means, do provide better alternatives.

My argument on redeye is, I rarely see one picked and when I do, they are rarely successful.
Now there are a few things that “may” factor into this:
1- the size of the smoke being too small … (this isn’t my main argument, I just feel if it was a tad larger it’d be much more useful.)
2- his infrared vision… (the reason behind me saying this is, his detection is nothing like vassili, where vassili could deploy his detection in places without needing to expose himself, red eye has to have constant vision, I believe that the duration of the infrared should be at least the duration of the smoke before it needs to recharge, or maybe for the infrared to be a flash type, where say he uses the infrared, it marks all the enemies he sees for him for X seconds and his vision goes on a cd. Then there is also the way his infrared looks, it, to my experience makes it real hard to focus because everything looks so weird.
3- his knife… I think the hitboxes are fine, but for him to utilize his knife, he is mostly always too slow and his hp too low… to my understanding, the aussie’s special forces have a shadow dance, they can chain their “melee attacks” because they move like ballerina’s in a sense… maybe his animations should see some work so that he can chain attacks better.

Aura is a bit tricky to balance… her station makes it so that she is either just that much better or just that much weaker… Imagine a scale of 1 to 10 where 4,5 and 6 do not exist, aura is always either a 3 or a 7.
I’m not sure if any of you have played Mass effect 3’s online mode, but in that, there is a mission to escort a drone, the drone provides heals every few seconds and it moves from one location to another… the drone cant be damaged.
Now I thought if aura’s station was something similar it’d be much more useful for her “fast paced in and out of combat medic” type.
I think if she deploys a station that’d follow her and be a bit smaller so that it’s harder to hit (sort of like the drone in destiny) she’d end up being more of use… maybe she could order the drone to protect a certain ally, say rhino and the drone would constantly top them up, the drone may be destroyed but is much harder to hit, she can also change her command to swap between healing different allies… if the drone dies, it’ll go on a long cd.
^just a theory.

For arty, I think in terms of his indoors combat, he could benefit from something like skyhammer, atm when we go indoors, his ability becomes dead because there is no use for it… I think if his laser lock-on was to act sort of like skyhammer’s signal and shoot a small explosive which dealth a certain amount of damage, he’d be more viable.
now let me explain what I mean:
Imagine his laser to have a small rocket… lets say his normal arty strike would do “100” damage, this one then should do something like 20-35% of the damage of the strike and then the remaining 65-80% would be dealt through the airstike, now if its indoors it acts as a quicktime launcher and the cd will be 80% of the original call for airstrike.

Share your thoughts and tell me what you think… do you have better ideas? do you hate mine? :smiley:
let me know and lets provide constructive feedback!


(gg2ez) #2

Perhaps Arty’s laser Marker could act like a real laser indoors?


(JJMAJR) #3

As for Aura, she needs something to help her team defensively. She can’t just be a totally offensive merc otherwise people wouldn’t play her, as there’s a chance you could be on defense and Aura becomes garbage. Making her healing offense-oriented is the way to destroy her class.

Kira’s ability becomes dead indoors too, and she’s very useful in Underground.

Why not have Arty shorten cooldowns by 5 seconds with his ammo packs instead of some stupid laser crap? The laser should deal less damage than his primaries otherwise it would be exploited, but must deal more damage otherwise it’s crap. That’s the problem here.

If Arty can reduce cooldowns it could combo with the Stoker quite effectively.

Redeye’s infrared, I actually envy it. I want to learn how to make infrared vision in my own project, using Unreal Engine.


(gg2ez) #4

Classic. No one even gives stats and there are already assumptions it will be bad because of damage balance.

Arty and Kira’s primary abilities are useless indoors compared to the other ammo givers. Stoker and Skyhammer can both use their abilities indoors, so why not let the other two have their abilities in full glory? Reducing ammo cooldown sure isn’t gonna solve that.


(AdmiralTeddy) #5

@JJMAJR kira is different, she’s a feather weight merc, she has the mobility to out play other mercs especially with the dreiss, but arty is much more chunky. either way she also needs something for indoors.
the reason I pointed at arty was because the devs were already looking for something he can use indoors and I thought it’d be cool to deploy a mechanic similar to skyhammer. his nade too is “crap” but its still useful in certain situations. balance-wise, the damage and cd can always be balanced, it’s not a talking point at the moment, i’m more thinking of concepts to make em more viable.

as for aura, you missed my point, i didnt intend to make her an offensive merc, quite the opposite actually, right now her station is easy to destroy with team work, she is quite unviable in comp scene and that’s a fact. What i proposed was mainly a way of minimizing damage done to her healing capabilites while not making her that over powered.
I do have some other concepts for her but this was the most logical one to my view. I forgot to point out that she should be able to stop her drone in an area to provide support there.
With her current kit, if turtle gets released, they can make a decent duo for defense as he can block out nades but time will tell about that.


(JJMAJR) #6

I suggested letting Arty grant cooldown reductions (say the ability could be named “large ammo pack”) through ammo packs, as in when a friendly gets his ammo pack the cooldown for their abilities get recharged by 5 seconds. So classes like Stoker can get his incendiaries back faster.

Meanwhile, Aura doesn’t need to be a worse or better Pheonix. The Aura can at least fire and forget her ammo station, provided she got a good spot for it. If the Aura can do that with a literal healing aura, what’s the point of Pheonix? Likewise, if Aura can’t have a way to heal that would always be ready for players holding a position, what’s the point of playing her over Pheonix?


(gg2ez) #7

[quote=“JJMAJR;97399”]I suggested letting Arty grant cooldown reductions (say the ability could be named “large ammo pack”) through ammo packs, as in when a friendly gets his ammo pack the cooldown for their abilities get recharged by 5 seconds. So classes like Stoker can get his incendiaries back faster.

Meanwhile, Aura doesn’t need to be a worse or better Pheonix. The Aura can at least fire and forget her ammo station, provided she got a good spot for it. If the Aura can do that with a literal healing aura, what’s the point of Pheonix? Likewise, if Aura can’t have a way to heal that would always be ready for players holding a position, what’s the point of playing her over Pheonix?[/quote]

That doesn’t change the fact that Arty can’t use Jack sh*t indoors. It’s a nice concept but Arty needs to be able to use his offensive ability to, well… Offend.


(AdmiralTeddy) #8

oh now i get the arty thing, that’s sort of a neat idea.

but again you mistook my description of her station. it isn’t meant to mimic phoenix, its meant to only heal a single target but it’ll be a great heal. maybe they can make it so the target has to be stationary or something for it to work or she can deploy her station to automatically heal someone (and switch targets) in the vicinity it’s locked to.

phoenix is a one off heal, she can heal like sawbonez’ medpacks, as in healing buff aka heal over time.


(Matuno) #9

In my humble (cough) opinion:

Arty is absolutely fine as he is. Great EV-killer, weapons are good, artillery fire is nice and quick enough to perform area denial in the middle of a fight.

Red-Eye is actually awesome. The IR vision gives me a clear view of enemies on the battlefield, even though which I normally wouldn’t see due to visual noise. Love him for ranged engagements, can use smoke to obscure my position while I clean the enemy team out. Again, in a great spot.

I don’t agree with the health rate on Aura’s healing station though, needs a nerf if anything.

Sorry, but you mentioned it yourself. People that are good with a merc are inclined to disagree with you, and I play the full roster.


(AdmiralTeddy) #10

I mean, regarding redeye, i don’t have anything to defend as I’m really bad with him, but he isn’t picked that often either.

the main point on arty which gg2ez pointed out also, is a thing that devs are looking at, as they have said in their dev talk streams, both kira and arty dont have their ability indoors as opposed to all the other mercs it makes them that bit weaker.

and as far as aura goes, the competitive scene despises her because she is super easy to counter, the heal which you mention is the weakest in game, sure the heal rate is good, but it’s not sustained like sparks, sawbonez or phoenix… their heals are better in because they’re reliable, aura’s station is a few bullets or a nade or 2… the reason aura feels “op” to some is because most people in the pubs don’t know how to counter her.
This makes her heals unreliable because in the comp scene, they understand that they take out the station and she has NOTHING to offer beside revives, her hp is super low too which makes her far too dependent on her station, as is sparks on her health packs at times.
Plus, the heal rate is only op if you dont go for headshots or miss…, it’ll probably take 1 bullet more than usual.

Again, you’re entitled to your opinion and i respect yours! this is just my pov :smile:


(GottaBeGreg) #11

GregEye stepping in. Recently, after some debating to myself the morality of playing Sparks further, I decided I would move to the old war dog RedEye. It was slow at first, but with some accommodation for recoil and pacing, I quickly fell in love again. Playing as RedEye (RedEye is the one with the Grandeur, not the Pdp or the Driess) in his current form is soooo satisfying! Landing a shot feels weighty and furthermore landing a headshot makes me smile a little every time, as I know I have just chunked someones health. Every kill that I get makes me feel like I earned it, and he is actually quite valid. The problem with him is so many people don’t have the patience to stick with the Grandeur and instead give in to the spamming power of the Pdp and the Driess. If you stick it out with the Grandeur and remain calm with your firing you will find this character extremely rewarding. His smoke is not his strength alone, and neither is his IR. That being said, using them both together isn’t always the best idea, and sitting inside your smoke is a bad idea, which I like and dislike. Try using your smoke instead to shut down long ranges of sight and choke points, allowing for the progression of your team without sniper hindrance. Try using your RedEye Ir to spot and track targets for yourself, or if you see multiple targets switch it on real quick, spotting them all. And lastly, I wish to repeat myself. This old war dog is all about patience and choosing your targets and fights. Spacing is key.

So go now, try him again, and feel the satisfaction of a deserved kill. Then come back and tell me that you want to change him, because I wouldn’t touch a hair on his gray old head.


(Grave_Knight) #12

I kind of agree with Greg. I was playing with the Dreiss on Arty and I was loving the gun but when I decided to try to use it with RedEye it just didn’t have the same feel. The Grandeur is definitely the better gun, it’s biggest problem is it’s sight is kind of terrible (than again I hate iron sights in general, they’re archaic relics older than the true rifle) and it takes getting use to the recoil (should only spam when in very close range).


(AdmiralTeddy) #13

yeah my main annoyance was also with there being iron sights on a sniper rifle…

But yes, thank you, as I said, not many people really play him or at least I haven’t seen many that do, and it’s more to do with the learning curve which he has, that being the need to get used to the infrared vision and where to deploy your smoke or not and of course the feel of the grandeur (i have that card too, other guns just dont feel right on him) it’s like playing phantom with a knife XD