Well, the update is out. HURRAH! I'm glad a lot of little things were fixed. No more speed glitching, getting on top of the map, hacking through walls, switching weapons through mid animation; y'know, the works. Well..... a few things didn't make the cut. For some reason, the one thing I wanted more than ANYTHING else didn't work: Teammates staying on your team. I don't understand. It seems to be completely random. We'll play up to 7 games together, and all of a sudden, the lobby decides red looks better on me. And, with the new hit detection, it feels like all my bullets actually connect. Which is nice if you're a Gunner, or an Assault (and the crazy Sniper wielding the SMG). But, my main (and only) girl, the Assassin, is basically screwed now. The dagger lunge does, quite literally, nothing right now. Okay, so it shouldn't take out half your health with one lunge. That's reasonable. But it shouldn't do less damage than a melee. That's pretty friggin ridiculous. You can still push bots, but if anyone looks at you sideways for the first couple a minutes into the game, then you better run like hell. While invisible. Because that's all you can do. So for that period of time, you're not all that useful unless the enemy team isn't really all that smart. Also related to the Assassin is something that has killed me quite a few times. If I reload the Shuriken Launcher, and start Sprinting, then I should be able to switch to the sword no problem. Well, I can't. I have to wait until I've stopped, reloaded, and THEN I can whip out the sword at 30mph. Pretty stupid, really. I count on being able to gain access to that lunge to survive. Quite a few times, I've died because I couldn't. I honestly feel Gunners have a serious problem going on with them. I've been playing one recently. I consistently get a 2-3.0 K/D. And, I only need to upgrade my passive. So, with all that money, and that much firepower, I'm basically unstoppable. Hell, I've killed people retreating into their base on Ammo Mule while I was on our bridge. Wth man? I didn't know you could snipe with that thing. Snipers have got to get a nerf. There's just SO much wrong with them, it's pretty hard to know where to start. Explosive Rounds. Okay, I know this game isn't exactly realistic, but..... really? It even activates when they shoot they're own bots, which royally blows. Juice Rate. I understand that like the Support and the Assassin, the Sniper shouldn't be much in a one on one fight. But, really? This is not the answer. They gain juice WAY too fast. Grapple is pretty ridiculous. I understand the tuned damage, which is nice. But.... I don't care if he rivals Tiger Woods, he has WAY to much power in that swing. I mean, just look at 'im! Traps are a bit much as well. They can lay them down damn quick, they can have three at once, and they'll drain your skills. Yeah..... It's really all these things together that mess with the Sniper. Individually, it's just another aspect. Put em all together, and you get Captain Planet. Also. Juice battles. If two people are juiced, why doesn't it balance out? If a juiced Sniper meets a juiced tank, why would the Sniper win? I saw this once. It took the Sniper two clips of his SMG. If that happens normally, the Tank comes up and steamrolls 'im. It should be similar to a Sniper being healed by one Support, and hurt by another. They should cancel each other out, leveling the playing field. Turrents are a bit disappointing. Whenever I play against competent people, there's almost no point in building them. It wastes 100+ dollars, and gives them a free $35. We really need a host option. Like, really. The only options are Quick Match, and Private Match. That's nice, but when host is completely random, it's pretty frustrating to think to yourself "Okay, gunna have to go easy, or the host'll quit". Oh yes. And Juice Rushing. I know it's supposedly been toned down, but..... No. It hasn't. At OT everyones' strategy is to rush the Moneyball with juice. I've actually resorted to camping the juice spawn in OT as a Gunner/Assault with Juice. It works, but there should be other solutions. The last thing I can think of at the moment is to keep [GT DELETED] from playing Assassin. At all. Ever. Please. For the love of God, our lord in Heaven, just please please PLEASE find a way to stop it. Please. That is all.
I agree the most with the explosive rounds. Fine, let them them have those. But NOT on their on bots. I find that to be absolutely ridiculous.
This is what annoys me. No matter what type of shooter game it is you always take cover to avoid Sniper fire. Yea there is no cover when he can shoot the wall and damage me, not a little, but a decent amount(I'd say 1/4 of my life bar as a Tank Silver Armor and Passive 2).
I've never understood it. I mean, it's a cool idea and all, and power to the devs for thinking outside the box, but...... really? I don't have much else to say on that topic.....
Suggestion: Sniper's explosive rounds should only proc on critical hits and/or headshots. Passive 3 gives a slight crit chance.
I agree. They also need to remove the ability to proc on friendly bots, especially the Jackbot XL. The change you suggested may not help the Juice gain rate though as headshotting a Blackjack grouping is all too easy. Perhaps only proc'ing on critical hits and allowing headshots to have bonus damage instead? There is always the chance that a critical hit would occur during a headshot though but you can't win them all, right?
Just a suggestion, how about you go play several games of sniper without upgrading to level 3 passive, and check out the difference. I feel like it is a bit too much of a nerf. I know you suggested that headshots and crit shots trigger it, so it isn't an exact match, but the experience is similar enough. The main issue seems to come in due to the combination of bullet penetration and explosive rounds. I would probably say the explosive shell should be limited to the first thing it hits, and the bullet just continuing on after that as a regular bullet. This would help with the juice issue somewhat as well, but you gotta take into account that sniper has the worst juice, and it isn't really even that close (except for maybe support). As for traps, if you are gonna remove skill drain, I would say you also have to remove the stun effect from the tank lvl 3 charge. They are both kind of irritating.
The main problem with the explosive shot is that it can be triggered on friendly bots. This should be fixed.
I don't actually know what you meant by this. I was referring to hitting two things in a row with 1 shot, an explosion comes off of both of them. If that isn't what you were talking about, please elaborate.
Well, I DO try to live up to my screen name. And, if you want to know that badly, I'll willing send a private message. It's just...... I don't know why he continued to do it. How can you have fun dying that much? Half of the game must've been spent respawning, so WHY?!?!?!?!
I would really. Really. REALLY like to see the ability to buy juice disabled during OT. I mean, juice rushing is tolerable, but when you can buy juice five times in a row, there's a problem. Like..... really. And, if damage to the Moneyball from juiced players has been reduced during OT, then I really don't see it. As far as I can tell, the damage I cause before Overtime, and during, are the exact same. Or, imperceptible.
Problem with this is buying juice 3.7 seconds before OT starts. And I still cannot agree more with explosive rounds not working on friendly bots. Honestly, I hate them in general and don't understand why a precision class like the Sniper should have them, but the only part about it that I find game breaking is the fact that they work on friendly bots.