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    Reworked Mercy, how do you like it?

    Scheduled Pinned Locked Moved Balance Discussion
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    • T Offline
      TankenAbard @Deribus
      last edited by

      @deribus said in Reworked Mercy, how do you like it?:

      I've talked to Jip and I'll be looking at some visual upgrades for Mercy DoT.

      In other news I do think Mercy could use a damage buff. I think it does 600 damage at the moment (blueprint value is incorrect). 600 damage over a very short DoT would be acceptable, but for a unit to be able to sit in the cloud for 10 whole seconds and only take 600 damage seems a bit odd. A UEF T2 engineer has 6+ seconds to walk out of the cloud and still live. At that damage rate it seems like an inconvenience at best to T2 and up.

      I think the green DoT smoke is fine too, mostly because it's consistent with the Miasma.

      I think a shorter DoT life and higher overall damage would be good. It feels like its usefulness falls off very quickly.

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      • JipJ Offline
        Jip
        last edited by

        That is a great start @Deribus

        I agree with Ninrai that we're not there yet. But this is a great first step and I'll merge that on its own until someone makes more refinements.

        A work of art is never finished, merely abandoned

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        • F Offline
          FunkOff
          last edited by

          I think if you are changing the role of the mercy away from acu/xp snipes, you should remove the other nerfs, meaning give it better hp (200 or 300), vision, turn rate, fuel lifetime, and fuel recharge. The only reason the mercy ever had crappy stats in these fields was because it was nerfed harshly while maintaining the core snipe function.

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          • Sylph_S Offline
            Sylph_
            last edited by

            I think the green gas looks less 'cool' that the old effect when I'm only considering how effects look...
            When I'm considering how well it represents the ingame effect, though, I think this green mist effect is much more representative of the current mercy behaviour.
            (Not that I've built a mercy for decades - I'll have to give them a try - if I can only figure out when they're useful now!)

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            • veteranasheV Offline
              veteranashe
              last edited by

              If the mercy has more than like 30-59 HP it will hit every time

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              • S Offline
                SPCR @FtXCommando
                last edited by

                @ftxcommando Ah yes , lets take the backwards stance on balancing , lets make a T2 unit effective only against T1 units , just as the original game intended.
                T2 units should NEVER be useless at their own tier , the mercy is now useless on structures and only good at deleting T1 spam at a MASSIVE price , which is not justified , especially when 5-6 T1 bombers will do a much better job long term in deleting T1 spam(and will also be tougher in general).

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                • FtXCommandoF Offline
                  FtXCommando
                  last edited by

                  Ah sweet, can you prove that the original game intended what you preach as gospel? You can't because I can name like 5 units where what you just said doesn't hold in steam balance.

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                  • S Offline
                    SPCR @FtXCommando
                    last edited by

                    @ftxcommando go ahead.

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                    • FtXCommandoF Offline
                      FtXCommando
                      last edited by

                      specter, renegade, blaze, mongoose, hoplite, titan, valiant, neptune

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                      • S Offline
                        SPCR @FtXCommando
                        last edited by

                        @ftxcommando Specter and the regenade are both great against both T1 and T2 units , as long as no ASFs are attacking.
                        Mongoose also deals quite the decent amount of damage , its effective both against T1 and T2 as long as the range is kept(and quite usefull in fact as a support unit)
                        I dont get how the titan is useless at its own tier ? 4-5 of these can easily take on a brick and for their cost theyre good.
                        Hoplite is the same as moongoose , ranged and more damage dealing option with less health that needs to keep its distance in engagements, still effective against T2s.
                        The neptune is effective both against T3 and T2 navy , its 700 DPS and 3K lower mass cost makes it a viable choice , compared to the battlecruiser with 450 DPS and longer range. (the fact that its also laser-based is another bonus to its ability to take out enemy navy)
                        I dont see how the valiant is not good against T2 navy compared to other naval units.
                        Blaze, just like the riptide and sera hover tank are all units with reduced DPS but the abiltiy to hover over water , they're all effective against T2 and T1 navy and enemy T2 land provided you have enough of them.

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                        • veteranasheV Offline
                          veteranashe
                          last edited by

                          You know he's talking steam balence?

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                          • F Offline
                            FunkOff
                            last edited by

                            The original intent of the Mercy was not well hashed out. I remember being on gpgnet the moment the patch came out that added the DLC units to supcom. The first thing I did was test them real quick in Sandbox mode. Then I went and told the devs this was OP as shit, what were they thinking?! XD

                            I think the current mercy adjustment is probably fine. I'm sure somebody will come up with a use for it.

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                            • T Offline
                              TankenAbard
                              last edited by

                              Perhaps adding stun to the initial Mercy impact? Or reducing the cost of the unit?

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                              • ? Offline
                                A Former User
                                last edited by

                                Don't try attacking T3 shields with new mercies, as the 1st mercy creates a deadly cloud where it hits the shield, and the rest behind it die in it before they can activate

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                                • S Offline
                                  snowy801
                                  last edited by

                                  I only used it a few times but it seems to have no utility whatsoever.

                                  Either it does damage faster, or it does more damage total. Right now you just walk out of the cloud and receive like 100 damage dealt.

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                                  • S Offline
                                    Strife @snowy801
                                    last edited by

                                    @snowy801 said in Reworked Mercy, how do you like it?:

                                    I only used it a few times but it seems to have no utility whatsoever.

                                    Either it does damage faster, or it does more damage total. Right now you just walk out of the cloud and receive like 100 damage dealt.

                                    I would agree with that, right now I don't see any real use case for the mercy.

                                    But I like the idea of FTXCommander making the mercy a kind of EMP weapon, dealing no damage but stunn units up to T3 for short period within a small area.

                                    This would certainly bring in some interesting new possibilities.

                                    And we could also get rid of the effect of the poison gas cloud and maybe change it by the effect of the chrono dampener impulse.

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                                    • F Offline
                                      FunkOff
                                      last edited by

                                      I agree with the Mercy being a stun weapon. That's a cool idea.

                                      Alternatively, maybe it could just do incredible damage, like 30,000, but only against shields. Similar to the rarely used t3 hover unit.

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