@Tagada said in Is mercy too strong in team games? What you think?:
While discussing if such mechanic is healthy for the gameplay is another topic the main issue right now is that because of the activation radius which is 25 (that's quite a lot, for comparison the vision of an ACU is 26) and the fact the projectiles that AA shoots needs to reach the mercy before it can transform itself into projectiles that cannot be stoped creates the situation where even if you have a lot of aa around you then if it's not between your ACU and the mercies you will still die.
It seems to be both unrealistic and problematic for gameplay that the mercy has basically nil hitpoints, but is still invincible during the most important phase of its attack, which should be the most dangerous phase. So what if we made it into a more realistic actual kamikaze plane? We could give them a more normal amount of hp (similar to what other bombers or fighters would have), a lot less maneuverability and slower speed, but targetable the entire duration of the attack. I am also imagining a very cool stuka-like sound effect for the attack path (about what the activation period would have been, or longer).
I concede this would be a significant change and probably requires quite a bit of testing to figure out the best balance of hp, damage, etc.
edit: to get an idea of the type of sound effect, this clip gets the point across.
https://www.youtube.com/watch?v=2W3KDB0yHYM
Also, perhaps you could make it so that the mercy can only begin its attack dive from a certain minimum distance away (30, 35 perhaps?), and the sound effect begins at that point and so it gives a little bit of advance warning of the impending attack.