Posts made by Karakzorn
Here I go again, brainstorming on how to change Nokk (yes I know, I keep coming back to it, I gues I'm a fan or something).
We know the following information:
The devs have the following requirements:
Nokk must not be forced to rework her entire ability mechanics, nor her voice lines.
Nokk must not in any scenario become a rusher.
Nokk must remain a 3-difficulty operator, requiring lots of game sense and map knowledge.
Nokk must remain unique and not get too close to vigil or caveira.
We also know the following things:
Attacker repick is in the works which will enable more hard countering of defenders.
Drone after death is also in the works which will improve attacker intel and some defender intel gadgets.
Bulletproof cameras are getting improved which Nokk counters.
Nokk is primarily picked a few times in the higher tiers for her camera evasion, acting as a supprise pick to hopefully get a lucky round win, but not consistently as a dependable operator.
Nokk has the following mechanics holding her back:
Nokk is a 2-speed operator.
Nokk has an awful primary weapon that is equipped with a poor scope and poor damage, yet high fire rate for good headshot potential.
Nokk’s gun has very low destruction potential, it performs poorly at destroying barricades and making holes in soft walls.
Nokk’s gadget is on a 12 second timer, only benefits herself and doesn’t last long enough to traverse a large distance without break.
Here are my suggestions to keep in line with most of demands:
Wait until the intel gadget rework and attacker repick goes live, and then keep an eye on how Nokk is performing. This will likely remain consistently low for all but the higher tiers, as Nokk only effects herself, which is certainly acceptable, but destroying gadgets is far more significant than gambling on a Nokk alone to turn the tide, especially when you also have to deal with traps that Nokk does not counter, easily giving away the game.
Increasing Nokk’s speed to 3, this has been a popular suggestion, this enables Nokk to traverse the map faster, meaning she can on average make more use of her gadget, as she will come in contact with more camera’s. Not only that, but her gadget is more reliable as the total distance covered while invisible is also increased. Nokk also no longer needs to hide waiting for her gadget to recover, enabling more “fun” and active gameplay.
Making echo and mozzie no longer have a notification if Nokk is sneaking past. This is pretty much a given, I don’t know why this operator specific interaction behaves this way, but Nokk was designed around countering intel. Why should Nokk be partially countered by some defending intel operators, but others not at all?
Increase her firepower by giving her an AR. If increasing the power level on her gadget is too much of risk, even though it only effects herself. Then increasing her firepower should be fine right? We are talking about an operator that has a selfish gadget, but also one with an average speed and bellow average attacker gun. Giving her an AR seems like an acceptable solution?
Many people call for an AR with a silencer that also matches the magazines on her model, personally I prefer a sense of historical accuracy. And would thus suggest the C8, as the Danish military fields quite a few Colt rifle models. It is a top tier R6 rifle with superior performance, meaning that Nokk would become a very capable operator, lacking in many departments, except firepower.
That leaves the little detail of her magazine texture, however with the new season showing magazine customization, I have every bit of faith that the devs are capable of making the C8 magazines look like part of her model, including the green/black stripe camo that her shotgun is themed around. The optics still have to be figured out, but I’m sure the devs know what feels fair, with the foregrip being enabled it should perform better than buck’s C8 rifle, however the devs can always limit her weapon attachment customization as they did with meluci.
@karakzorn perhaps enabling the droning user to hear sounds would help a ton. I always found it wierd how camera's can hear thing around them even though they only have a visual feed. maybe enabling camera/drone users to hear things around them would greatly solve this issue?
I agree I think steps should be taken to minimize spawn peek potential. Just adding some kind of object in front of a window or tackeling the most problematic maps would really help. its not like the defenders need an extra element to get a lucky pick, attacking is already as hard as it gets
So I haven’t played siege for 3 seasons, but I enjoyed the tactical strategic style of play and thought I’d give it another shot.
I got matched on attack on consulate and scouted out the 1st floor with the bomb being in basement, I check main entrance, I check top floor and see lesion at the office window. Nothing unusual here. So I repel into the top floor archive to push lesion. I check my drone to double check if lesion has moved and where he is precisely. Next thing I know he shoots me as I’m droning from archives.
Next round, the bomb is on main entrance, I drone in my allies everything is going fine, I scout a guy on the second floor and my drone gets taken out, but an equal trade makes sure the guy playing lobby hatch dies. I make sure the back of bathroom hardwalls is clear so I can hardbreach that, which goes successfully. I then drone to see where the defenders are in the site and guess what, a random defender pushed up from basement and shoots me again when I try to drone.
You know I’m starting to think drones are just for show, all you apparently can do with drones as a solo is scout out traps and operators that will likely reposition by the time you can act on it. Why would you put a gadget in the game, that actively makes you helpless and feels more like a punishment? Did I mention switching to drones makes a loud noise that enemies can hear very well?
Same goes for the defenders, using camera’s is all well and good, but they get shot out fast and using them disables you from doing anything else, neither can you act effectively on that intel as you’d get killed if you were watching them for too long outside of the objective.
Am I playing the game wrong after all this time? Am I not supposed to make use of the few things that makes siege unique? Or is this a friend stack only mechanic that only works when you have a party of friends, effectively meaning R6 is call of duty, unless you have a stack?
I thought we were getting:
drone after death
defender EMP against drones gadget
the new "warmup" deathmatch mode
and perhaps some gun reshuffles for Nokk and warden
I hope the lab mode involves more content, I'm just afraid ubisoft is going to cancel buffing the attackers to make the game feel balanced by caving to the shooter fanbase who want to turn siege into another call of duty, devoid of uniqueness by focussing less on strategic intel gameplay and more on shooting and lucky facechecking.
I’ve been giving a thought on how the R6 devs could rework Nokk in such a way that matches their requirements, while also being balanced and useful.
Here is my suggestion:
- Reduce HEL to 10s duration
- HEL provides perfect noise cancelling, running, vaulting anything no longer makes a single sound, even switching and from drones will be fully silent, for as long as the gadget is active
- HEL no longer makes Nokk invisible to camera’s
What this effectively does, is it turns Nokk into a proper roam hunter, the idea is that you seek roamers with your drone, then sprint them down using HEL. The whole design around evading camera’s is nice, but it nerfs a feature that people already barely use, and that becomes less powerful the longer the round goes on, with camera’s being destroyed.
Effectively no longer forcing Nokk players to rush because camera stealth is only useful early in the round, which means rushing.
I cant change the attatchment texture on caveira's pistol. personally i'd love to see the elite skin give a completetly unique silencer model, but being able to change away the elite skin on the silencer would be nice too.
I hope they dont forget about it before they finish elite customization.
with the new, injure system, no longer telling if you injured someone, kali is going to fall even further behind. I'm concerned because I always liked the idea of kali's sniper, but the incredibly low powerlevel of it really pushes me away from enjoying her playstyle.
as for blackbeard, the charts say it all, he's been completely nerfed to operation phantom sight tier, it'd be nice if he got something that gave him an edge, maybe remove the speed reduction on his shield, or increase the shield hp from 20 to 30, so it can block 2 hits instead of just 1?
@rambobambibambo I dont agree with this style either
but I do understand, we have gotten used to the idea of the russian ops being on the darker, less ethical side, so we don't mention or complain about it. but for other countries, the line really starts to blur wether the unit is truely a counter terrorist unit, or a assassination police force that supports a military dictatorship.
remember, that "terrorist" is a "freedom fighter" for the other side
@xcel30 yeah it was really wierd how they didn't buff her, but instead constantly introduced trap evasion, but then took something away from her gadget. I mean I can understand her getting a 3 speed rating and the muffle being removed, but keeping her at a 2 speed, removing the muffle and then letting her evade camera's and traps really doesn't improve her character
@xcel30 the devs are currently buisy finalising drone after death and reworking some operators, reworking weapons so drastically might sound good, but would greatly shake the playerbase. lots of people will be unhappy with jaeger losing his famous rifle. if jaeger remains powerful, the devs can always remove the 10s recharge time on his gadget, or simply remove 1 of of his 3 ADS deployments.
@fallen-cortex its fairly simple, they can either buff all the other underperforming operators, or nerf the one's on top. And they chose nerfing the few on top. besides, they are planning to nerf attackers in general, due to the upcoming drone after death mechanic. the devs want it to be balanced, and due to its possibly too high powerlevel, attackers in general need to be nerfed. rushers benefit most from drone after death, hence why all the entryfraggers are getting nerfs. when drone after death releases the recent nerfs will force attackers to make use of drone after death if they want a fair and balanced experience.
The original design of Nokk didn’t work out the way the devs had in mind, with nokk entering from a different side of the map, sneaking through the building, and entering the site from a different angle. Neither do they want to update or buff this playstyle by allowing Nokk to evade traps as they mentioned in their rework response. It is very likely that the devs don’t want to create a new operator by completely redesigning Nokk’s gadget either, so here I go sharing my idea’s:
They can buff the gadget evasion by enabling Nokk to evade traps (which they don’t want to do).
Buff her sneak/flank effectiveness by increasing nokk’s base speed to 3 (kind of defeating the purpose of the gadget and significantly reducing her skill ceiling, going against her 3 difficulty design).
Or enabling her to silent run with the gadget, which enables excellent hunting/flanking and rushing (which they also don’t want to enable).
Or by giving her a better gun (which the community has asked for)(one that comes with a built in suppressor, 38 rifle damage(after suppressor, so 45 base damage) and one that uses mags matching those on her model).
I’m going to suggest making the camera evasion consistent where all camera intel gadgets are fully fooled by Nokk’s activity, that means mozzie drones and echo drones as well, no more “vigil effect” as that is vigil’s signature effect, Nokk shouldn’t have this weird gadget specific nerf.
Next, I’m going to suggest giving her a powerful rifle with an integral suppressor that uses mags that match those on her model (this is a popular request). This can be used to quickly and quietly take out traps that would hinder Nokk’s silent approach and might give her a little longer window of surprise attacking.
Finally, I’m going to suggest giving Nokk a much longer duration on her gadget, this will provide her with more room to sneak around, while not enough time to fully walk all the way into the objective (not that that is a problem considering she can’t evade traps and there is always some anchor or roamer watching each entrance), we are talking 16 seconds here, 4 additional seconds of silent movement.
So in my conclusion, simply providing a far better gun for Nokk (I’m talking top tier, 38 effective damage, 800 fire rate minimum, integral suppressor, gun mags match those on Nokk’s model) and increasing the duration on her gadget will provide her with much more breathing room, and potential effectiveness.