Why are Mercs unliked?
I think it's sad how long recharging and short duration the Spec Ops controls are.
Flashbang(15') is on a 120 second timer and does mag2 stun for 8.94 seconds. Tear Gas(15') is on a 180 second timer and does mag3 hold for 8.94 seconds. Web Grenade(ST) is on a 30 second timer and does mag3 immobilize for 22.35 seconds. While... Bruiser Hand Clap(15') is on a 30 second timer and does mag2 stun(50% for mag3) for 14.90 seconds. Bruiser KO Blow(ST) is on a 25 second timer and does mag3 hold for 18.63 seconds. Lich Petrifying Gaze(ST) is on a 16 second timer and does mag3 hold for 14.90 seconds. Lich Fearsome Stare (70', 30 degree arc) is on a 20 second timer and does mag3 fear for 27.94 seconds. Lich Tenebrous Tentacles(40', 30 degree arc) is on a 10 second timer and does mag3 immobilize for 27.94 seconds. Oni Char(ST) is on a 8 second timer and does mag3 hold for 22.35 seconds. Oni Ring of Fire(ST) is on a 4 second timer and does mag4 immobilize for 27.94 seconds. Although it is a complicated list, we can see that the Thugs Bruiser is not only an excellent damage dealer but his controls are nothing to sneeze at either. Especially when they turned his Hand Clap to knockdown. The Lich is supposed to be a control monster, and trades damage and survivability for that. But the Spec Ops trade damage for control too, but there is no contest who drew the longest straw. Anyway, looking at Fearsome Stare, it looks to be 20s for the Lich while it is 40s for every other AT so the Lich got it "pre-enhanced" out of the box. Oni controls, while ST, are on short timers so they can affect bosses and such quickly and make them into statues. The Spec Ops controls have debuffs in them too... but come on. Mercs deserve a little boost. |
The one change I would like is for their controls to come with a little more "utility" in it. Tear Gas grenades have some some -tohit -percept and chance for puke? And Flashbangs should definitely get some more -def -tohit to reflect the power used by the PPD SWAT's power(obviously toned down for MMs though
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I am still amazed that you can put Pet Recharge set in Gang War. I mean how much better does Thug need to be?? I can see the need for it in Soul Extraction.
The two extra unique provide 5% more defenseall and 10% resistance (minus psi even though Pet's Combat Attribute shows 10% Psionic).
Besides Soul Extraction and Gang War, the only other power I know that can have both Pet and Pet Recharge sets is Tornado (hence the reason I love /storm the best but Lightning Storm gets nerfed pretty bad with Zero +Recharge in Pets policy).
I think if the dev refuses to buff Spec-Op's control abilities, then let's buff Serum.
I was thinking the other day that instead of focusing on buffing/fixing pets, let's just focus on the unique power in each Primary. I think Thug and Robot are fine the way they are now. I can't imagine buffing them even more. Necro got a nice neat buff in Soul Extraction.
For Merc, Serum needs to be like Forge kind of power. Instead of being a "god-mode" power, I would much rather Serum being a 120s-180s Good single buff that has a mixture of +Health (like Crab's Serum), +Resistance and decent +Damage so we can truly turn Commando into "RAMBO"! My problem with god-mode on Commando is that he is not very good at holding aggro. He doesn't generate taunt the way Bruiser does. Serum is only good for battle opening (and yet the god-mode has no psionic resistance) but if I just want taking alpha damage, I can just throw purple on him or on myself and save Commando from suffering endurance crash after lame 60s.
Serum should have:
- 10% max health
- 20% all resistance
- 15-20% damage buff
- some mez protection and that's it
I am done asking the dev to reduce spec-op's aoe mezz powers. They seem to be very reluctant in buffing aoeness so let's just buff other stuff like Serum!
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Two very good Merc buff ideas that do not revolve around "proc damage":
1. Improve Serum
2. Change Riflebutt to Bean Bag! That will make Spec-ops much better at mezzing. Instead of recharging in 16s, the dev can make Bean Bag recharge 30s so at least spec-op can use it more reliably.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Suck damage, very high recharge mitigation and control powers, lesser resistances, etc.
Mercs need an overhaul, but I doubt we'll get it any time soon.
I'm considering building a Merc MM and am wondering why they seam to be the bottom feeders of the MM world? I see in the comments of posts often that Mercs suck, but I've not found any actual post detailing why. They seam like a decent ranged bunch of grunts, and are supposed to have some good AoE. What am I missing?
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You roll up your evil overlord, you call your Faceless Army to you and... they are just generic army guys in bland grey fatigues.
Where are the snazzy black uniforms? The visored helmets? The faceless hordes?
THAT is why Mercs are disliked.
(It's my single biggest disapointment in CoV)
Thought for the day:
"Hope is the first step on the road to disappointment."
=][=
Where are the snazzy black uniforms? The visored helmets? The faceless hordes?
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All kidding aside, other than the Spec Ops the Mercs do look pretty shabby, and in a game where people spend A LOT of time on their characters' appearance, that could well by one reason why we see less Mercs.
It'd be cool if we could customize Mercs' appearance in i16(well, the colors at least).
That's what I thought.
*First Day of City of Villains Live*
*Summon Soldier(s)*
"No, I didn't ask for the Janitor, I wanted my soldier."
I'd really love to change the looks of my minions, but I don't think that's going to be available to us without a major overhall in the game itself.
Problems are that damage is slow to kick in (because T2 are control-oriented, there's no real damage until the Commando in T3), that the Spec Ops don't ever do much controlling (slow recharges on their powers and they lack the intelligence to use them in a meaningful way), useless power in Serum and awful uniforms for T1.
Fixes:
1) Halve the recharge on the SpecOps controls or give them Stealth Strike
2) Drastically reduce the recharge on Serum so it remains a medium-strength buff but is available much more often
3) Go over the T1 Soldiers and give them an improved look, even if it was just newer textures of the quality we're seeing in new costume items.
Problems are that damage is slow to kick in (because T2 are control-oriented, there's no real damage until the Commando in T3), that the Spec Ops don't ever do much controlling (slow recharges on their powers and they lack the intelligence to use them in a meaningful way), useless power in Serum and awful uniforms for T1.
Fixes: 1) Halve the recharge on the SpecOps controls or give them Stealth Strike 2) Drastically reduce the recharge on Serum so it remains a medium-strength buff but is available much more often 3) Go over the T1 Soldiers and give them an improved look, even if it was just newer textures of the quality we're seeing in new costume items. |
THIS PLEASE!
I kinda know why they went with those HORABLE uniforms for the T1 Soldiers they (albeit vaguely) resemble the WWII German uniforms http://images.google.com/images?hl=e...-8&sa=N&tab=wi and i mean whats the first thing you thing of when you think of Evil and Soldiers tougher.... the Germans! YAAA for stereotypes!
Also think about it for a minute you are in the middle of a city Jungle green or Desert tan camo are going to stand out and as far as camo is consered has any one here ever tried to use Dark green and Dark brown on a toon in the camo patren? It turns into one solid color that's ugly as sin.
How ever the thing that really gets me is that none of the Soldiers have any Personal Protection you know a Bullet profe vest? True 70 years ago Personal Proection on the battle field was not a reality there were some "flack vests" but for the most part there was none that being said any attempt to replace our modern US Army in game would look wrong and is not worth it. How ever most military stuff in game looks Vietnamish the P90 radio ( think that's what it is) (not the modern SMG) the Merks use to summon in is more desert storm but the vanguard tanks are M48's http://en.wikipedia.org/wiki/M48_Patton and the Cargo Trucks are M35's http://en.wikipedia.org/wiki/M35_2-1/2_ton_cargo_truck these are 1980's eara vehicles that's when the Body Armor industry realy started to take off (http://www.globalsecurity.org/milita...ody-armor2.htm)
Not to mention all the other "non super" groups like the knives of Artemis and PPD and what not I know the Longbow uniforms "absorb energy" but lets assume that that's expensive and not something your average merc can afford in the environment that the game portrays going in to ANY fight without some kind of protection for your self is the uipitamy of stupidity!
I'd really love to change the looks of my minions, but I don't think that's going to be available to us without a major overhall in the game itself.
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I didn't have a huge problem with mine. I had Envenom to help with resistances and to stack -DEF with the Mercs, Assault and Tactics to further help with ToHit and DAM, and NT Breath, Paralytic Poison, Web Envelope and Web Cocoon to add to overall slow/immob/hold. I thought things overall meshed quite nicely, though I've not really played the other sets to compare.
Suggestions:
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Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Ninjas get Smoke Flash = Guaranteed Crits (perma)
Zombies get Soul Extraction = Extra Pet
Thug get Gang War = mini army of disposible minions
Robots get repair = a full pet heal (on top of all the defenses and mitigation they get)
Then you get Mercs
Serum = turning your pet into a minute tank, one minute of very resistances. You are suppose to be a killing machine, but +7.5% to damage doesn't make you a killing machine and with a 1000sec recharge time, even at the recharge cap you would still have a two minute wait.
Mercs get the shortend of the stick when it comes to damage, defenses, controls, and a teir 7 power. They are easily outshined by any other primary.
Tried a Merc/Trap, but Thug/Trap seemed to go better. Tried Merc/FF but the Nin/FF and the Bots/FF needed to resummon less if at all other than Zoning and spent less time in the hosp if at all. I was sure when Pain Dom came out that was going to be it for them but my ninja/pain is much better.
Not Trying to say Mercs is a bad set, I love em, it is just, what do they shine at, what are they better at than the other Primaries.
Personally Serum needs a fix, like an increase in damage and increase in duration or decrease in recharge or both and a change in the Spec Ops.
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I'm considering building a Merc MM and am wondering why they seam to be the bottom feeders of the MM world? I see in the comments of posts often that Mercs suck, but I've not found any actual post detailing why. They seam like a decent ranged bunch of grunts, and are supposed to have some good AoE. What am I missing?
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Mainly due to Vets who know how unloved S/L damage is. As its the most resisted dmg in the game. Of course this doesn't mean that they can't kill, obviously. Just that damage wise some would rather have , energy, fire, or even lethal dmg. Bots kill extremely fast when they get to high levels. But it all varies when the secondary is involved. It's safe to say, that if its debuffed, it will be killed fast. I enjoy that they stay ranged and don't run in. Best AI goes to Mercs on that note.
Another could be the lack of mez protection. It never really bothered me, but you catch it sometimes. A mezzed minion always makes you a tad angry. Of course I've gotten a Nin/dark without any problems. Lastly, there's nothing "outworldy" about them. They're just humans. Just soldiers. The same could be said about Thugs, but they come from a mindset where gangs and mobsters are seen as "cool". I've seen a lot of players say that mercs are "too normal", so it doesn't really surprise me.
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I think it's sad how long recharging and short duration the Spec Ops controls are.
Flashbang(15') is on a 120 second timer and does mag2 stun for 8.94 seconds.
Tear Gas(15') is on a 180 second timer and does mag3 hold for 8.94 seconds.
Web Grenade(ST) is on a 30 second timer and does mag3 immobilize for 22.35 seconds.
While...
Bruiser Hand Clap(15') is on a 30 second timer and does mag2 stun(50% for mag3) for 14.90 seconds.
Bruiser KO Blow(ST) is on a 25 second timer and does mag3 hold for 18.63 seconds.
Lich Petrifying Gaze(ST) is on a 16 second timer and does mag3 hold for 14.90 seconds.
Lich Fearsome Stare (70', 30 degree arc) is on a 20 second timer and does mag3 fear for 27.94 seconds.
Lich Tenebrous Tentacles(40', 30 degree arc) is on a 10 second timer and does mag3 immobilize for 27.94 seconds.
Oni Char(ST) is on a 8 second timer and does mag3 hold for 22.35 seconds.
Oni Ring of Fire(ST) is on a 4 second timer and does mag4 immobilize for 27.94 seconds.
Although it is a complicated list, we can see that the Thugs Bruiser is not only an excellent damage dealer but his controls are nothing to sneeze at either. Especially when they turned his Hand Clap to knockdown.
The Lich is supposed to be a control monster, and trades damage and survivability for that. But the Spec Ops trade damage for control too, but there is no contest who drew the longest straw. Anyway, looking at Fearsome Stare, it looks to be 20s for the Lich while it is 40s for every other AT so the Lich got it "pre-enhanced" out of the box.
Oni controls, while ST, are on short timers so they can affect bosses and such quickly and make them into statues.
The Spec Ops controls have debuffs in them too... but come on. Mercs deserve a little boost.