Nerf proj fp drainage

Gargos

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After a lot of playing with purple and then other styles, I've noticed something with proj. When I am using purple, the fp dmg that proj does feels fair. If I am 100 fp, I don't have to be constantly scared of the gun. But if I am playing any other style, I have to be extra vary. I feel fine playing any other style and can get used to fp drain after playing purple, but fightin against shot gun proj is smth that just feels wrong if not using purple.

What I suggest is that we lower proj fp dmg to the level where it does the same amount of fp dmg against any style as it currently does against purple. This ofc would result into changing the way purple works (and my guess is that purple is getting nerfed either way).
 

Hexodious

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Projectile rifle replaced Disruptor for Hero, Sniper rifles have always been a Hero tool in mb2 for the Rebels. But I do agree that a sniper rifle on a Hero doesn't make sense and I would like to see them be more of a front-line class however as others have mentioned their HP/tool-set aren't well suited for this at the moment.

Personally I am in favour of a re-designed (and single life) Elite Trooper that acts as the rebel teams ''BH'' equivalent while the Hero takes up the leader role.

Redesigned Elite Trooper that acts as the Rebels long range specialist
+ Sniper Rifle
+ Improved movement speed (same as BH/Hero)
+ Improved Health/Armour (same as BH)
- Rienforcements
- Rally

Redesigned Hero that acts as the Rebels assault leader/commander
+ Rally
+ Better damage mitigation tools (improved heal/health/armour would be a start)
+ More dodge/luck point abilities/integation for spectacular heroics
- Sniper Rifle

2x Multi-life classes for Rebels: Soldier / Clone
2x Multi-life classes for Imperials: Soldier / Commander

On the original point of the thread, I do agree that its way too easy to snipe people up close. I think reducing the amount of damage snipe does while someone holds block would be a good compromise as you'll still have the high damage risk if the Jedi is running to blow him away, but if he blocks the snipe you are screwed.

Currently if you block the snipe at close range you'll have around 20fp left, but quickly switching to pistol or E-11 generally means death.
 
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Regenerative Armor for Heroes to make it a more viable front line class.
And some melee knockdowns for close quarters combat against sith.
Don't want to say like Bh, but what else is there?

Thats with teleport removed.
 
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While we're on the topic on snipers, I've always been confused how a sniper could wield both a projectile rifle aswell as a fully upgraded e-11. It just seems like the idea of a sniper is to be extremely powerful at a distance, but in close range it's definitely in the other persons favor. Someone mentioned that maybe elite troopers have snipers instead of heroes, I feel if snipers are to be a class of their own, it should have that vulnerable feeling of an up close situation, aswell as adding more of those "long distance perks" like maybe having some form of binoculars that have a lower form of sense.
 
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Why not...

  • Lower the FP drain
  • Remove the silly scope delay
  • Let it fire some number of shots before reloading (5)
  • Have a reasonable delay between shots
  • Make the reload time a function of how many shots have been fired
 
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I swear to god this is what it feels like when I use it.


How can people not deal with this thing when its the easiest thing to avoid with cover?
 
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I think heroes already have really good evasion thanks to their run speed. They could be very competent in close range battle with a little armor buff. Combine that with skillful use of dash and off you go.

Giving ETs the sniper rifle would be good.

And remove the scope delay. If the scope delay has to stay to prevent quickscoping (I think that's why it was put in in the first place), replace the scope delay with something more natural like an animation for entering scope mode.
 
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