Few operator buff Ideas1 Likes/2 Replies/44 ViewsOriginal poster tassadarboi 3 posts
You guys did a great job with fuze, but theres still operators weak as fk:
Castle: almost every operator can hard counter him and he have one of the worst guns in this game, so make his gadget works like lesion, every 30-40 seconds he get one barricade, aruni can reset gates every 30 seconds, castle is just an worse aruni
Warden: Warden have one of the most useless weapon and gadget, and he needs to be alive until the end to work, give him a better gun like commando 9 with 1.5, and consider giving a buff to his glasses to see any gadget 5 m close to him like IQ, so he gives an real utility to his team by taking down hidden drones
glaz: glaz have one of the worst DMR on this game because of the damn recoil, maverick have an damn good gadget and his DMR with angled grip have much less recoil, that makes really hard to hold angles if defenders specially rook can easy kill him due to having guns with almost no recoil and high fire rate, make that gun an laser beam should make glaz a bit better in holding angles at long range
tachanka: tachanka rework is pretty good but he still an risky pick because of his guns, that LMG is worse than frost gun, give 1.5 for LMG to increase his firepower and make him a bit viable
frost: at higher ranks she becomes kinda hard to play because almost no one falls on these big traps and the gun sucks specially with no 1.5, maybe making his gadget work like lesion would give she more utility if she manages to stay alive
oryx: speed up his recovery time after breaking a wall and decrease the noise he makes on hatches
HadesOrso9288_ 256 posts
I disagree with these changes only for the fact that they are overpowered in ways you probably didn't realize.
*Buffing Warden like that would only make him a better pulse and would make it almost impossible for attackers to drone out areas of the maps. It would allow him to fire his weapons through soft walls and floors or prep a C4 for an unfair advantage.
*Glaz has an amazing DMR with high damage, a good fire cap, and recoil that always recenters your aim after firing. He's fine the way he is, the problem is, not allot of people know how to use him properly and effectively.
*Tachanka is an anchor defender, he's meant to hold the site, deny entry to the site, and hold tight angles with a weapon that has a high damage output. He doesn't need 1.5x because it would convince people to spawn peek with him and then it would bring down his performance rate, in which would lead to him receiving an unnecessary buff that will make him overpowered.
*Frost is an anchor defender who's also meant to hold site, and her welcome mats act as entry denial as well, it's all about where you place them and having a line of sight on your welcome mats. She doesn't need resuppliable welcome mats.
*Oryx only needs a recovery buff after running through walls, giving him noise reduction through hatches would only give him an unfair advantage on flanking because the attackers wouldn't have been able to hear an action that would've been distinguishable in real life.