Assault: -Bomb cooldown does not begin until existing bomb is blown up. -Bomb cooldown increased. -Assault rifle reload time doubled. -Decrease amount of damage done by bomb and grenade launcher to moneyball. Gunner: -Minigun range increased, but not as far as pre-DLC. Support: -Airstrike cooldown returned, or at least decreased. Tank: -Charge cooldown increased. -Frequency of rail gun criticals increased to at least be a factor. -Rail gun damage on moneyball slightly increased. Sniper: -Sniper damage on moneyball slightly increased. -Decrease frequency of bouncer spawns on Spunky Cola. -Fix spawn airstrike and deploy glitches.
I want to add: Lower the amount of damage the bomb does to the Moneyball. Increase the damage output of the LazerBlazors slightly. Increase the speed of rockets fired from the RockIt Turret. Also, I think instead of increasing the damage done to the moneyball from the rail gun and sniper rifle, they should lower the damage done by the Support's shotgun and the bomb as I have mentioned above.
As far as damage to the moneyball, I would think closer range weapons should do more damage than long range weapons. Assault rifle>grenade launcher Minigun>Mortars Katana>shurikens ... I know that this is already the case for some classes but I think it should be universal. It just seems a little ****ed up that some classes can drop 50% from the moneyball before you know what happened. To maximize your moneyball damage, you should have to take more risk, IMO.
the gunner is perfect as it is..it doesnt need any balances changed and doubling the assaults reload speed to harsh, but the rest of the assault changes are good and the support air strike should not be faster to recharge...its a one hit kill...it deserves to be slow at recharging and the shitload of bouncers is the fun part of spunky cola...its different from the other maps
I can't remember the last time I was killed by an airstrike that I didn't throw myself. The recharge time on that thing needs a decrease, OR the time it takes for the airstrike to hit the ground needs a decrease.
I'd nerf railgun damage to all bots by half or close to it. Tank is way too good at long range and close range bot pushing. Especially when product 3 will also clear bot waves. Leave his long range pvp and close range bot pushing untouched and slightly increase charge cooldown.
These are two things that I can't agree with more. In my opinion, right now the bomb is the most overpowered skill in the game. It's more useful than an airstrike, yet the assault the toss them out about three times as often.
Personally I like the Bouncers on Spunky. It makes the bots at least something of a threat, and not just free money/juice.
Two things I don't agree with are the doubled reload time on the assault rifle and the bouncer spawns. I've never heard anyone complain about the assault rifle, especially not about the reload time?
The reason for less bouncers is because it contributes to bad frames. The reason for the AR is because it is a weapon that takes little to no aim, does a good amount of damage, and reloads in under a second. Every other class' primary killing weapon takes at least 2 seconds. Even if you double the reload, it still is faster than almost every other weapon. It would also mix up the standard Armor, RoF, accuracy, crit builds you see.
- Bomb needs to be destructible and recharge upon detonation/destruction. Does not need extra time as this will already add seconds. - Bomb needs to do less damage to money ball - Assault needs to be less dangerous with the AR at long distances - Tank rail gun on bots needs to be reduced, but not halved. - Tank charge needs to be SLIGHTLY increased ( don't nerf him Uber!) - Support air strike needs to recharge only slightly faster than it currently does, but definitely not as fast as pre-dlc. - Assassin needs her many bugs fixed and she'll be fine.
I thought of another one. Make the bomb not light people on fire. I don't know if Uber could do this, but it's a big thing. Or just reduce the bomb 3 radius.