iLikeCookiesQ wrote: »
160 damage, that can be made 240, and no spread is just broken as hell, no matter how you put it. All the other hitscans accumulate spread. Even if their theoretical DPS would be close to gunslinger's, they wouldn't be able to multiply it as easily as gunslinger can. On top of all this, gunslinger is the best surprise attacker ever, as he has dealt over half your life before you even notice him being there. This leaves him with just one more shot to kill you. The other hitscans maybe take 25% of your health before you react. He 2 shots enforcer, who is supposed to be the one of the tankier heroes... really? (Ok I haven't actually tested gunslingers numbers, but I heard someone say his damage was 160. Might actually be wrong about this)
"but it takes skill" ok sure, but it doesn't take nearly as much skill (or luck) as in overwatch for example. This game has highly accelerated player movement, which makes hitting people something consistent, not something luck based. High damage per shot in a game with accelerated player movement is not a good idea altogether imo, but gunslinger is here now, so we will have to try and fix him as much as possible.
Again, not having spread, and dealing a lot of damage in a single shot, has absurd synergy with headshot multipliers. This is the biggest problem for balancing this role. Doing lots of damage in a single shot has additional advantage in time to kill: TTK = time per shot * (shots to kill - 1). This part where it says -1 is a huge advantage for high instances of damage. I know you made his omega a charge up weapon to mitigate this effect. But good players can precharge omega before exposing to an enemy. Also, when surprise attacking someone, it doesn't matter that you had to charge it up, as they won't see you until they get hit. Now that I mention it.. For the love of god.. add directional damage indicators when we get hit... (pls) how can a shooter game not have these?
Also, why was the spread removed from oversampling his alpha, this was never described in any patch notes, it was just put into the game without warning. Did he really need this buff too?
Here's how you fix the gunslinger problems.
1. Add audio for everyone to hear when a gunslinger charges his omega. This audio should be audible to anyone that is in omega's effective range.
2. Omega charged damage to 120. This makes it 180 on a headshot. Still half your health for most heroes, but no more 1 headshot + 1 bodyshot
3. Put the spread back onto oversampled alpha. It should only be perfectly accurrate when fired at the minimum firerate. This creates decision making: do I want precision or do I want more damage? Now you just spam click alpha to get the most damage and it has no spread anyway.
If any of this makes him too weak, give him a mechanic that lets him regenerate warp charges somehow. For example, hitting shots with omega refunds half of a warp charge cooldown.
One final note that could use fixing: Please put in audio for when the gunslinger uses their last warp charge. Tracer also does a giggle when she uses her last blink. This lets the opponent make strategic decisions based on exhausted resources. For example, it is never worth it for wraith to try and knife gunslinger, because he can warp out of the way at any time. If this happens, the wraith is just dead, because he can't do anything for half a second during his knife recovery. If we had this audio in place, the wraith would know it is safe to use the knife on the gunslinger without certain death.
iLikeCookiesQ wrote: »
Before the gunslinger buffs godly aim players could solo carry games. Now they have been given god mode with the ranged omega damage. Alpha also doesn't have spread anymore??? (Was that even in the patch notes?) I'm not a gunslinger pro btw.
Zalamael wrote: »
I found a lot of situations where it was useful, such as hitting an objective carrier coming around a corner, or running away from me in a straight line while carrying an objective. Using it against Juggernauts and Titans is also easier than hitting the fast moving targets, it does a good burst of damage, and they are usually in positions where the intel is more useful, i.e. inside rooms. And if you miss, you still get the intel anyway. I've also used it to finish opponents when I found myself having to reload and needed to get the kill.
For the most part, I don't consider the damage to be too high, relative to the cooldown. I just think the cooldown is too long, but in order to reduce the cooldown, the damage would have to come down too. Don't get me wrong, I don't want the damage nerfed (I main the GS) and it is very satisfying to land headshots with it. But given its role is providing intel, I often felt better keeping it for guaranteed damage rather than pre-emptively throwing it and hoping it highlights every target in the room. And the GS has enough burst with his guns without needing more anyway. So yeah, I would rather the damage was reduced, and the cooldown reduced as well.
Red 5 made this mistake with Firefall, they baked damage into the utility abilities, and teams were forced to hang onto them, because they needed the burst to counter team pushes (this was mostly in Jetball, which is similar to Blitzball). So they often had to sacrifice the utility their abilities provided. You don't need the utility of the Tac Knife when you can see the ball carrier through the wall anyway, and if you position yourself on the goal, they will be coming towards you the moment they appear, which makes it much easier to land, and 300 instant damage on a headshot is really high considering you will likely have both guns fully loaded to finish them off and still be able to kill another player if they are supported.
Zalamael wrote: »
Not sure there would be a point in countering your argument, saying as we want the same thing (faster cooldown, lower damage/burst etc). Not sure I care that much about having the projectile speed increased, but it wouldn't hurt. Just as long as it wasn't increased to the point where it is easy to land, I like that it is challenging to land hits with it.