I have been playing competitive shooters since UT99 and have a lot of experience with them and would like to share my opinions about a few minor changes that i think would drastically improve/balance the game. I have been playing this game now since closed beta and i don’t contribute to the forums as much as i think i should. But i do come here to read up on what’s going on two or three times a week. Some of you may have come across me playing on the EU servers usually running round as Vassili or Fragger (i know, i know…) and i always seem to be drawn into conversations (arguments) about mercs and my opinions or have to listen to people say the developers have no idea. So i would like not only for people to share their opinions with each other regarding the good and bad aspects of mercs, but also what they would do to correct it and more importantly what they think will be achieved by doing so.
-Thunders Concussion Grenade,
I personally think it needs slightly toning down in regards to it effecting you’re movement. I am all for it effecting vision and hearing but hampering you’re ability to escape or even use movement what so ever needs a rethink. Other than that i think the recent changed made to Thunder are perfect.
-The PDP vs the Fel-ix/MoA
I am personally a fan of all three gun’s and have done a lot of sniping in this game. But i think there should be some bigger advantages/disadvantages that come with using the different guns/merc’s. At the moment there is a huge correlation between Red Eye, Aimee and Vassili. All three armed with a PDP are basically a turret on defence with only minor abilities separating them, causing an influx of PDP spammers. In my opinion each merc should be given a different ability to separate these merc’s further and alter the skill ceiling and ultimately give them more of a competitive/situational edge. Giving Vassili the ability to instagib low hp merc’s was a step in the right direction, he should also be the only merc with the ability to perform scoped in jump shots, but only with bolt action rifles as he is a specialist sniper. I don’t think anything needs to happen with Red Eye as his smoke/IR ability seems to be balanced well in relation to Aimee (but not Vassili). In terms of Aimee i think she is also very well balanced but should be given 450 speed to give her more of a chance of escape with her being a low hp merc, her ability to area denial against low hp mercs and other snipers with the snitch device should not be overlooked
-Sparks
A sore subject for some people but again i think the developers have done a great job on this merc. The only aspect of Sparks that does need to change is the revive gun mechanics. Instead of continuously changing Sparks’s stats a better change would be to change the way the revive gun works… Sparks has 470 speed so is extremely quick which gives players using her a high margin for error despite her having low hp, combine this with the extremely powerful revive gun and you have yourself a very formidable merc. I think a great idea would be to take a leaf out of CSGO’s playbook and have the revive gun 100% accurate only when scoped in and stood perfectly still. This would put an end to the constant A/D strafe peak round walls/corners spamming the revive gun whilst walking onto you’re own stock pile of med packs that we have all come to enjoy facing, while maintaining her ability to be a great and fast medic at any distance who can still get involved in a fight given the players skill is of a semi decent level.
-Aura
Simply put Aura is a perfectly balanced merc. It is when her primary ability comes into play that she can quickly turn a game from a competition to a stomp. The amount of hp recovery given off by the healing station should be different for each merc. It shouldn’t be a part of any game where the defending team can stand next to a healing station and gain such a monumental advantage. In my opinion different rates of regeneration should apply to each individual merc, i will give a few examples and different ideas… A Rhino is hit by a grenade and he is low, he should either have a slower rate of heal from the station OR only heal to 80% of his total hp. Whereas a proxy is low she should have a high rate of hp recovery from the station and be given 90% hp and it should be balanced accordingly. Once this level of heal is achieved the healing station is no longer usable for them for another 5 seconds. This would almost single handedly stop bottlenecks on maps such as the final objective on Chapel and the initial build of the EV on Bridge but still make Auras health station an insanely good tool.
-Stoker, Fragger, Skyhammer, Sawbonez, Proxy, Phoenix, Phantom, Nader, Kira, Bushwacker, Rhino and Arty
All these mercs are again, in my opinion, perfectly balanced. The recent changes to Phantom have worked well, he is no longer a completely invisible tank of a man, but instead can be great for area denial on choke points and infiltrating objectives to open up a gap. A lot of people complain about Rhino but he is only good at one role and again that is area denial and defending objectives. He is a tank yes and combined with an Aura station he is a very difficult frag to make but still doable when you take his weaknesses into account… He is a freebie caught out in the open, he can not dodge grenades or mines and his ability to kill an enemy who is peaking him at distance is low. I am not going to ramble on about the other mercs because as i have said before i think the developers have done a great job balancing them.
I apologise for rambling on and on, but i am tired of seeing people developer bash in game and on reddit and think that a more constructive opinion/fix based discussion is much more beneficial to a games development still in its later stages of Beta.
Thanks.

