Too much spam. Way too much.


(Glottis-3D) #1

Nader’s nades
Airstikes
they are everywhere.

we need a team-cooldown to some point. mb not as restricting as it was in ETQW. but we need it
+overal longer cooldowns for Airstrikes, Nader’s nades.

not sure about Arty’s ability, havent seen that guy for quite a while now.

but Skyhammer and Nader are way too spammy and not in a goodway. (remember, that our current maps are very small and tiny - sometimes you cannot avoid spam damage even if you’re aware of the danger)


(BomBaKlaK) #2

Spam issue = Maps issue


(RasteRayzeR) #3

Agreed, if you have more porous maps your airstrikes won’t be able to cover all the routes.


(fzl) #4

Arty spam every 15 seconds…


(RasteRayzeR) #5

Have you seen the range of his attacks ? Not an issue imo.


(PixelTwitch) #6

Actually while the maps do not make this better there are issues much deeper then the maps
When it comes to maps I think of White Chapel last defence spawn or underground first attack objective.

When it comes to deeper problems it comes from multiple of the same merc and nader in general.
that one nade instakill on lights is a pain in the arse kinda thing.

and no matter how big your map is multiple skyhammers cause a lot of issues.
even 3 Artys could prevent the EV from ever moving.


(fzl) #7

But Fact is…

There are too much Spam at the Moment… Turrets and shotguns are op… in RTCW we have a Limit 4 Airstrikes per minute…

i think that is a good idea or not?

and finally …we need more maps!!! and more weapon balance…


(Mustang) #8

I have never seen a game of DB with 5 or more airstrikes in a minute, so that aspect at least is a non-issue.


(fzl) #9

i will see a maximum of 2 airstrikes per minute for each team


(Sun_Sheng) #10

The problem, imrho, is as PixelTwitch says, too many of each class. Airstrikes are pretty much a waste of time, underpowered, and come with way too much of a warning. You can see the marker land, run through them and straight past before they hit. The only time they become a problem is if your opponents are stupidly static (read snipers) or if there are so many SkyHammers that you get a few strikes landing at roughly the same time


(INF3RN0) #11

Counter abilities *cough. When you have counters it makes the ‘spam’ manageable and forces the ‘spammer’ to use their abilities with more forethought and precision. You’d still be able to spam just as much as previously, but the impact would be more controlled.


(PixelTwitch) #12

I agree counters would be great here…
However, I also feel each Merc is going to need 2 REAL abilities (none of this ammo and heal bull) in order to make a counter system work.


(INF3RN0) #13

[QUOTE=PixelTwitch;509441]I agree counters would be great here…
However, I also feel each Merc is going to need 2 REAL abilities (none of this ammo and heal bull) in order to make a counter system work.[/QUOTE]

I agree. I still am all about making abilities have a greater impact in the team aspect. I think it would be important to increase ability effectiveness when more tightly knit teamwork is present, rather than boosting everything by default though. The extent of a solo player’s capabilities should be enough to make a difference relative to their special abilities, but a coordinated team should multiply that effect. Also keeping in mind that most abilities would require player executed follow up and would not be anything overly automated.

I also really want to see team oriented ultimates come into the game. Ideally most solo play should feel fairly close to how it does now, but with the introduction of merc synergies, abilities could become potentially more impacting/powerful, and not suggesting the Brink style ‘buff button’, but something much more real-time and dynamic. Then to allow for rebuttal counter abilities would come into play. The game just needs to push for a more interesting meta.


(Mustang) #14

I don’t really agree there is too much spam, but I would like to see a counter and team synergy system.


(MrFunkyFunk) #15

Was this, with some modifications, what you had in mind?


In this image: Vasilli equipped against nasty airstrikes.

That’s of course only for when the hats will be introduced in the shop. wink wink


(Humate) #16

I concur pretty much.
There are definitely spam magnet areas, but overall its pretty tame imo.


(potty200) #17

Increase cool down by 10 seconds.

Not that I think Spam in an issue right now. Spam on the 16 slot server is probably too much.

Have a multiplier for every person on your team. E.G:

Default arty cool down is 30 seconds for 5vs5. -4 seconds for each merc less than 5 (Down to 14 seconds for 1vs1) +4 seconds for every extra merc more than 5v5. (Max cool down for 8vs8 = 42 seconds)


(Glottis-3D) #18

[QUOTE=potty200;509475]Increase cool down by 10 seconds.

Not that I think Spam in an issue right now. Spam on the 16 slot server is probably too much.

Have a multiplier for every person on your team. E.G:

Default arty cool down is 30 seconds for 5vs5. -4 seconds for each merc less than 5 (Down to 14 seconds for 1vs1) +4 seconds for every extra merc more than 5v5. (Max cool down for 8vs8 = 42 seconds)[/QUOTE]

smthng like this