@K1X455 said:
If only MOA and FEL-IX sniper rifles could be hip fired without penalty in accuracy, I could be convinced to bring Vassili just as close.
This would just be straight broken. See: Sparks medigun pre-nerf
@boerhae said:
Depending on the team, a Recon can change the game, revealing enemy positions for the rest of the team to be aware and stopping things like sneak plants/delivers and nest building.
Useful but more often than not, players are aware of their surroundings and don’t need the blinky icons over heads. But it’s still useful, which is why…
…but if sniping isn’t your fancy, you can spot an enemy and weaken them with an SMG or AR while your team goes in to provide backup.
…these mercs get explosives, because their guns are weak in the sense that they don’t have a headshot kill, and snipers use sniper rifles, so they can have an equivalent strength.
If you’re playing as, for instance, a Stoker with the Mechanic augment, you can always decide whether to play objective (repairing and such) if the team isn’t doing it well, or play like a stokey stokey arti-point-chokey if you get what I mean. He’s versatile. Recons should be too…
…Splitting the amount of options for Recons up would give players more options based on the situation. I, for one, cannot aim, like I couldn’t hit a @$!# blimp at point blank range with an automatic shotgun lol, so it’d be great to have another option that can still benefit the team. As far as casual vs. ranked goes, I think they’d be viable in both areas. In casual it’s a nice change of pace from standard Recon, and in ranked you could use spotting for your whole team.
Which is secondly why recon abilities would be better suited on hybrid mercs like Guardian, why changing Bushy to a hybrid merc would be better, and why removing sniper rifles from the game entirely makes sense if you instead make useful mercs with weak qs recon as well.
Using an SMG or AR with a recon class doesn’t make them more versatile, it just makes them weaker. Again, you shouldn’t be in the back trying to snipe, you should be able to snipe from mid to long and have your secondary for close range. Removing the ability to be powerful from long range and removing your ability to snipe planting/repairing mercs is basically just a hamstringing for the merc.
- Bushwhacker. I think he’s perfectly fine. Never once thought his turret was underpowered or weak. Instead I think of it like Stoker’s Molotov. If it gets kills that’s great, but it’s also nice for weakening enemies for you/the team to handle, or the opposite if you can lure a weak enemy into a closed area. Add in the element of surprise and some clever placement and you can change a game. Smaller, mostly unrelated point but I gotta defend ma boi
Like him or not, he’s always chosen after Fletcher, after Turtle, and after Proxy, because he’s just weaker than all of them. Weakening enemies isn’t nearly as useful as killing them, and it’s not nearly as useful as shielding your team, or yourself while defusing/planting/repairing. It also just makes sense that an automated turret would spot everything it sees.
Also, if the turret can spot, then we can blast Judas Priest, which fits Bushy way better than it does Aimee, Vas, or Redeye.
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