the delay before it lets you fire the Mammoth after pump-action should be before the pump-action or no delay at all... to give better representation of when you can fire the weapon again
There is a Known Issue with the Mammoth firing sometimes at the moment.
We mentioned it on the Known Issues Trello.
if it remains capable of a one-shot at close range to the head, it needs a delay from the time you exit Invisibility to when you can fire (would make it feel bad and not a preferred method)... to create a greater window to react, especially in chaotic fights
take away the head-shot multiplier... to prevent one-shot kills
Thanks for the suggestions! The Mammoth is certainly very strong as long as you can hit your shots. I could see it being paired with Invisibility being fairly strong for players not expecting it.
the Riot pistol is really fun for someone who loves flick/skill shots, but it needs slightly better rate-of-fire to be viable in comparison to Harpy and Mammoth at medium range... to give an equal medium range time-to-kill (ttk) with other weapons, which have much better short-range ttk, while still giving it a better long range option
I've been learning to really like the Riot One! If you pause for a second after firing and let it recenter, you can easily chain shots and it basically feels like a sniper.
if the Komodo keeps its current knockback, I think it needs a greater range for the damage reduction to begin... to keep this launcher from having the same problems as the Salvo had
The Explosion AoE was reduced with the patch already. Do you still think it needs to be even smaller? It currently has a smaller explosion AoE than the Salvo does.
the Salvo would be better having the same damage as the Komodo but without the damage dropoff and the bonus of bouncing around corners/walls to damage targets indoors... to make a small step towards keeping this gun from being too powerful, especially when indoors holding the crown
Interesting idea. If it had the same damage as the Komodo, why would you pick the Komodo over the Salvo since it doesn't have the damage dropoff and can also ricochet?
For the Protocol V, I can think of a few different changes to share:
suggestions to try if the gun remains one-shot kill fully fused:
lower the ADS speed... to create more risk when aiming
make ADSing start a charge time that builds up to full power, like Widowmaker in Overwatch but with an adjusted charge time.... to create more risk when aiming -- I prefer this method because it feels more fluid and allows you to follow the target better
add a voice line that says, "uh-ohh sniper," or something like that when being aimed at... to give a chance to move evasively
add a glint to the scope... to cause more risk for the sniper and raise awareness of other players
The Protocol V is getting talked about a bit more it seems from parts of the community. It can be really startling to be sniped randomly by a max level Protocol. I used to play a lot of Widowmaker when I did play Overwatch, and enjoyed her kit a lot. I like the idea of adding a slight build up time to add a bit more risk. I also like the idea of adding a glint to give a visual queue. A voice line would also be nice and might cause a bit of panic :P
suggestions to try if damage is adjusted to not one-shot kill:
lower max head-shot/body-shot by 10 damage... to make players swap to another gun to finish a target
increase fire rate, not damage, when fusing the weapon letting final fusion give the ability to stay ADSed while performing the reload bolt-action... to allow for head+body kill or three body-shots kill and allow a target to have a small amount of time to react... would require 80/40 head-shot/body-shot damage
I think lowering the damage a little bit would be helpful so players have more time to react. The part about staying ADSed when reloading at max level is an interesting concept. It could also present as a risk for players who are tunnel visioning on a target and they may be sniped back as well.
If you keep the tracking mehcanic of the Mine, I think the tracking on the Mine is too good at going around things. The angle range allowed from the target being pursued needs to be less to allow a player that gains enough lead around a corner to have the Mine collide with the corner.
I think this is something solid to keep an eye on for sure!
The Ball hack needs to spit you out at a fast speed in the direction that the player is trying to go; even then, I don't think it will be the hack anyone wants unless Slam mobility is nerfed.
This is actually a really solid idea! You should be able to use the momentum you are getting from using Ball to propel yourself in whatever direction you are going.
Shockwave could use more knockback to other players and a little more damage.
I also think Shockwave could use a bit more love. I adore using it over Slam, minus an issue where Shockwave can be inconsistent. I wouldn't mind a bit more damage at least.