Problem: Lazer Blazers are useless, and Rockits are too powerful/cheap/durable. Solution: Revert to their original (original 360) stats. More expensive rockits, more powerful lazers. Problem: Snipers are still way too spammy for what should be a "precision" class. Firing around 60 rounds per minute is just absurd for a sniper class. Solution: Longer reload speed, maybe 3.5 instead of the current 2. Problem: Quickscope sniping can be easily performed with a macro and a dot on the monitor. You can say it's wrong all you want, but you're not going to stop people from using the macro capabilities that come with their logitech/razer/etc devices. Solution: Give the normal unscoped rifle full accuracy and power, plus a dot in the middle so that there is no need or use for macros and the monitor dot. Problem: Bouncers received massive buffs (maybe accidental) in the last patch. Because their lunges now do damage even when they don't grab, their total damage output is far higher. This is not horrible under normal circumstances, but on Spunky Arena it really gets out of hand. Even before this patch, the bouncers on Spunky could be incredibly distracting, depending on your team's class mix, but now they're becoming more of a threat than most players. Possible solutions (pick and choose) - Take away the non-grapple lunge damage - Make the lunge not so instant - Reduce how many of them spawn in Spunky Arena - Reduce their health so they can actually be killed with conventional weapons
If you make the sniper change you are going to have to remove headshots. The only reason we haven't seen more super insta-headshots snipers is that the playerbase hasn't developed for it yet. Their old body damage was pretty good. I don't understand the controversy in rolling back for old damage and removing one hit kills honestly. I honestly like the more powerful robots. If anything Buzzers need to appear in huge swarms and scrambler's need high speed and cloak abilities. My only issue with bouncers is that they appear to suffer from lag and you take damage often when they are out of range. For the assault I would like: Double bombing to return on the caveat that: Bomb 3 has the same radius as bomb 2 Bombs are now destroyable by conventional fire (have the same hp as an undeployed sentry gun) Also the old charge needs to return. I find it too limited to use offensively. Also the assault rifles fallout damage needs to be much larger than 8. Kinda silly how the sniper's smg doesn't suffer at all but the assault rifle is so limited.
That is FAR too durable considering the size of the bomb. Make the bomb destroyable the same way that ice traps are. Any explosive will pop it, but direct attacks don't.
No, the 360 lazers were too powerful. I would be for a minor damage buff to lazers, and a cost decrease so that a level 3 lazer is slightly more powerful than a level 1 rockit for slightly less (or the same) money. Unless you want them to be able to efficiently kill bots with something else, this is unreasonable to ask. If you are getting killed by spammy snipers you need to play better, because a bad sniper can't keep hitting you if you move around / find cover, only if you stand still. You do realize that would be a severe buff to the sniper class, right? Making it possible for them to nearly instantly headshot you from across the map without ever having to scope in, meaning that they will have a much higher situational awareness? It really isn't that hard to right click and then left click then release. Yeah, a macro makes it a little bit faster, but not that much. [/quote] Or you could, you know, grapple them with your secondary weapon? The only class with a legitimate problem with them is support, everything else can deal with them fine, though assault charge 3 SHOULD instagib them and it isn't, which is most likely a bug. Except that a sniper can lay 3 ice traps and probably have cooldown for another one, or even all 3, by the time the 3rd one is placed/one is stepped on. Unless you want assault bombs to function like this, they need to have more HP than that. Firebase HP with bot damage modifiers might be better.
Does this happen every time a patch changing a class comes out? There's been already over 5 threads whining about balance and all of them go back to the Sniper EVEN IF the change was about the Assault this time!
There is nothing wrong with voicing his opinion. There are still many people who did not feel like the Sniper nerf did anything to good Snipers so there is still a problem. It is the 1 shot headshots that seemingly can come from anywhere on the map thats the problem, not the body shot damage which is more than fine now. I just feel like Sniping shouldn't be so safe and maybe headshots should be removed completely. I don't think Quick scoping should exist at all to be honest in any game where Sniper was intended to be a precision class.
Thought exercise time. Give every class an aimbot. Which class is the most dominant in every situation? The answer is the one that can kill in one hit from any distance, the sniper. The one hit kill issue is a major elephant in the room. Your survival should not be dependent purely on another person's skill. If someone has perfect aim no amount of dodging or bunny hopping is going to help.
Voicing his opinion is one thing. Voicing it over and over preaching it's verse like a religion is another. On another note: The entire concept sniping is based around is sniping your target from a safe distance where they would find it difficult to engage back, why shouldn't it feel safe? To me you sound like you're too accustomed to the quick-scoping concept of most shooters these days where the sniper rifle is used as a close quarters weapon instead of the long range precision weapon it was built to be. It's nothing unusual being shot from long distances, it's just that people don't see it that often anymore due to quickscoping and has gotten way too accustomed to being able to see their opponents before they get killed... Well the Sniper is just about killing without ever engaging. Nerfing that, wouldn't make sense. I agree on the quickscoping thing, that's a bit rediculous, but removing Headshots is removing the entire purpose of the class and a suggestion like that is coming from no one else, but those who don't acknowledge the skill of people who deserve to be human aimbots, just because they are that good. How many of the sniper players out there are people with perfect aim? How often do you encounter such a person? You are going to nerf a class due to one person being rediculously good at aiming, which he has full right to be if he already is and shouldn't have to take **** from people because of it. Those who whine about the class after encountering such a person, want to nerf that person with the perfect aim! The entire complaint is based around that one person and because of his skill people want him nerfed, Along with the class he's playing. You may nerfe him, but then you'll make the class unplayable to the poor souls who want to snipe but is not very good at it, and such end up with hugely negative Kill ratio's compared to their deaths which is kind of the opposite of the Snipers purpose in the game as a slayer. Why do I bother... This has been told so many times already.
It's irrelevant how many perfect aim snipers there are or whether they got there legitimately or not. The class' power supersedes all others ultimately. When TF2 first came out many people thought the scout was underpowered now it's the only class that is considered borderline overpowered because as time went on people were able to exploit the scout's strengths to new levels. In games with powerful one hit kill snipers there are typically a multitude of counters. From complex maps with many opportunities for flanking, to smoke grenades, to artillery strikes. Also in these "real" military type shooter games the assault rifle is still powerful enough to kill quickly at long range it's just not as easy. In MNC you have wide open maps with perfect visibility and limited flanking opportunities. The bullet weapons suffer from drop off. And projectile weapons are unreliable and easily dodged. You cannot create your own cover, etc. You are reliant upon the sniper making mistakes. Your input as a player is throttled by the sniper's competence. This is also similarly why people are frustrated with juice. Because it feels like all the control over your fate is whisked away. If players can trace to where they made a mistake they won't feel as bad if at all about losing. Whereas getting randomed makes them want to quit.
With L3 passive, it takes 4-5 headshots on the Blackjacks in a group to wipe them and their Slim escorts out. Occasionally one or two slims get through, but Blackjacks are far more threatening than Slims. Given the rate at which bots spawn, +1.5 seconds to reload time wouldn't even come close to putting a dent in the sniper's bot-killing efficiency. As for spammy snipers, hi.