This really doesn’t make any kind of logical sense.
Was the damage falloff nerf to Sparks' revivr justified?
The revivr does a lot of damage up close as well (not saying you should use it up close but the damage is still there). Try to use a shotgun from across the map and see if you do as much damage as you do up close. The shotgun is limited in its range while the revivr isn’t limited by its range. => The shotgun in this case has the disadvantage since it is not as versatile as the revivr. So making it as powerful as a shotgun at long range would lead to an unbalanced weapon.
Since the shotgun is more limited in its options, it’s only normal that it does tons of damage up close.
basically it comes down to this:
Shotgun:
close range => devestating
long range => not really useful since it’s a shotgun
Revivr:
close range => lots of damage
long range => lots of damage
The only problem is the damage falloff (Or range) from Revive Gun.
In other points, she isn’t really overpowered, nothing wrong…
Even though the change was nice as it makes sure sparks can’t outsnipe vassili i still believe it wasnt the best solution as I’ve explained in another thread.
I see two good solutions for sparks revivr gun:
- Remove the damage from it completely
- Remove bonus head-shot damage.
I believe 1 is the best solution because the fact that the revivr gun can be used both offensively and defensively just makes sparks too powerful. All the other mercs when they try to revive someone are putting themselves at risk when reviving someone because they are weaponless (holding the defib panels) and they cannot run.
Sparks on the other hand can not only revive people safely from a far distance but can revive them up close in the head of battle and still engage in combat with her revivr. You got to give sparks a weakness. Her weakness should be being unable to damage enemies with her revivr out.
I don’t have an opinion on this really, simply because I am not a sparks player. However in my experience it quite often seems that a sparks will be top of the leader board and sways the balance of the game. That is only if the sparks is effective which they can be as most people are moderate at sniping, I think it just takes getting used to.
Played Sparks since her release on June.
Had a ton of good times doing so, Sparks is a fun and rewarding character especially if you like to “let the others works”.
Insane supporting abilities + one-shotting railgun.
It has been fun…but everyone could’ve noticed the taste of broken.
Indeed Sparks needed a nerf (and probably needs more).
It’s tough to say as a Sparks player but that’s it : Sparks is broken.
If you are headshotted as a Vassili/Phoenix and anything below, it’s usually because you are openly inviting a Sparks to take constant potshots with no consequences for her actions. Especially if you’re Vassili, you really deserve to be instakilled when you already have the superior weapon for long range
What part of it doesn’t make sense? A medic merc designed for close range work is lethal to squishy charas at close range, and a medic designed for longer ranges in mind remains lethal to squishy charas at long range? You tell me where the logic fails
The revivr will still be limited at range due to still inflicting 43 bodyshots at maximum range and only 100 dmg to the dome, and landing a full bodyshot with the Remburg or Hollands up close is nowhere near as difficult as headshotting someone with the revivr at very long ranges
Sparks is(was) broken now. When sparks first came out, she wasn’t broken, because vasillis were a ton better (insta gib pdp, insta gib moa/felix) and in general a lot more instagibs from grenades and explosives, so you couldn’t do the revive trains going as easily as of today.
If you are headshotted as a Vassili/Phoenix and anything below, it’s usually because you are openly inviting a Sparks to take constant potshots with no consequences for her actions. [/quote]
If you are in line of sight you are openly inviting a sparks to take constant potshots with no consequences for her actions. Not a lot of guns have bullets that curve around walls, especially ones that are effective at long range.
In terms of a sparks’ job, why would you need shotgun damage when your best source of healing is reviving people while not even being near the combat area and when there are few weapons that have an effective range to be considered a threat. When you exchange your sniper revive gun for paddles and require something to protect yourself in the middle of a fire fight then you can have big boy damage.
And here Am I, thinking of why do the Engineer have more killing pwoer than the assualts, and why fraggers nade was literaly made uselss (besides a pointblank blast)
The REVIVR is Sparks’ primary weapon, but I don’t really see this as too severe of a nerf. It’s already challenging to kill at that distance, and I personally consider Sparks a greater threat up close where she can dump massive damage up front with a body shot. I’m reserving judgement until I can get a feel to the ranges that the drop off affects.
What’s broken about sparks is her revive, adding damage drop-off just nerfed the long range sniping capability slightly.
“No consequences” is entirely up to you and your team, shoot back at her just like a peeping Vassili or Redeye
Because I don’t believe in excessively nerfing Sparks’ combat ability at long distances because “she’s a medic!”
Every medic class right now is basically a “lite” version of other classes that are still capable of putting up a serious fight, along with their Medic abilities. Even with my proposed change, Sparks would still be inferior to an actual skilled Vassili or Redeye. Again, what is the issue?
Thanks for completely missing the point, I’ll reiterate it once more for everyone else:
- Sparks is a long range Medic merc
- She should still retain some degree of lethality at long ranges since it’s part of her character design to be a sharpshooter + support oriented class
- As of right now, her range of being seriously lethal to any class is only to 80HP mercs; I’d like to see this boosted up to 100HP
- She will (and should) still be outclassed by a proper Recon character
[quote=“Ritobasu;143703”]
“No consequences” is entirely up to you and your team, shoot back at her just like a peeping Vassili or Redeye[/quote]
Which is as effective as any class with a SMG or Shotgun against Vaseline or Redeye, you do minimal damage and generally get shot in the head for the attempt. Good thing with Vaseline or Redeye though is they generally can’t heal themselves.
[quote=“Ritobasu;143703”]
Every medic class right now is basically a “lite” version of other classes that are still capable of putting up a serious fight, along with their Medic abilities. Even with my proposed change, Sparks would still be inferior to an actual skilled Vassili or Redeye. Again, what is the issue?[/quote]
Your trying to treat a ranged character like a close range character wanting all the perks of close range damage without the negative aspects of actually being close range. You get full damage if your close enough, just like every other medic in the game. You want the damage, jump in the fire with the rest of um. You want to be safe, take the damage reduction.
Wow, a SMG or Shotgun struggling to do anything against an ability that’s similar to a sniper rifle? Stop the fucking presses
Good thing with Vaseline or Redeye though is they generally can’t heal themselves
Keep putting pressure on the Sparks or focus fire her, and she’ll either be dead or forced to piss off after running out of healthpacks. Same concept as a corner peeking Aura harassing with the Blishlok at midrange
Your trying to treat a ranged character like a close range character wanting all the perks of close range damage without the negative aspects of actually being close range. You get full damage if your close enough, just like every other medic in the game. You want the damage, jump in the fire with the rest of um. You want to be safe, take the damage reduction.
Again, there will still be a damage dropoff in effect. However, Sparks players will still be rewarded for landing headshots past their maximum range, which any person here would agree is much more difficult than a Remburg or Hollands blasting away any 100hp character up close. I want that distinction for Sparks players who can strike fear in any squishy class regardless of range, or they can either be an annoyance only landing 43 damage bodyshots
[quote=“BananaSlug;144977”]I CHANGED MY MIND
now the revivr is what it should be[/quote]
I welcome you on the Anti-Sparks-Pitchfork-Mob :trollface:
you couldve just
i dont know
buffed vasili
that way no one gets nerfed and eveyones more or less happy but annoyed by snipers