We will be doing maintenance on 24th May 2018. The forums will be read-only until the maintenance is finished.
So I want to start this off by saying to the people that think Javelin is overpowered still. That isn't true. However, I would like to say that she is rather cheap and sometimes bugs can make her overpowered for example when a charge up sound isn't as loud as it should be. I hope that these changes should make her more skill dependant, more rewarding for having that skill and basically nerfing her potential to win in 1v1 fights. So let's jump right into it
1 ) The rocket's explosion should not be blocked by people, equipment or any other object with
collision except for walls. the rocket should still blow up on direct contact with these items
reason: it's just annoying to be honest. If there is no reason to keep it, why would you keep it?
2 ) rocket should have a 2X multiplier to objectives and equipment (1-shots turtle's shield and 2-shots
the ev on direct hit)
reason: well the rocket just should 1 shot Turtle's shield with steady. It makes sense and it is
annoying to have to empty half a mag into the shield after using a rocket on it. When it comes to the
ev, the rocket feels useless against it at the moment. It should 2 shot the ev considering all fire
support abilities do except for her
3 ) buff the axe to do 55 damage on the left click (2-shots 120 hp mercs when you have chopper and
2-shots 110 hp mercs with out chopper)
reason: well the kukri and bat do it so why not the axe? again just makes sense. It just feels weird to
use knowing that it won't do anything against mercs with any kind of health pool
4 ) Remove the 1 second delay between people entering the ammo generator's area of effect and them
receiving the first tick of ammo.
reason: she can feel odd when you have to stand still to give people ammo and take 5 or 6 seconds
just acting as an ammo station because they can't keep up with you.
5 ) Give Javelin the spares augment by default.
reason: she doesn't give herself enough ammo. It feels wrong to be able to run out of ammo as a fire
6 ) This one is complicated so if you stop understanding anything, just skip ahead and ignore.
added inner radius to the rocket. this part of the explosion has a 1 metre area of effect (1.1 with bigger blasts)
and in this area, 300 damage will be received by anyone inside it's area of effect. no drop off. If you are within 1m of the rocket you WILL take full damage unless you have unshakeable or guardian angel. This means that Fragger will have to use unshakeable to avoid instagib But Thunder and Rhino are safe unless direct hit. next an added medium radius which lasts from 1 metre (1.1 with bigger blasts) until 4.25 metres. In this area of effect, 200 damage will be received by anyone within the area of effect. no drop off just like the inner radius. The damage will drop off from 200 to 0 between 4.25 and 4.75m metres which is the outer radius
reason: more consistency for damage on the rocket.
7 ) Increased charge up audio (make it louder specifically through 1 wall but after 2 walls should be barely audible)
reason: just to be able to find cover a li' bit easier
8 ) Increase the time it takes to pull out the rocket launcher to around half a second or two thirds of a second but increase movement speed when you have the rocket launcher equipped to 92.5%
reason: stop Javelin's effectiveness in 1v1 duels
9 ) for the first 5 metres of flight, reduce damage to be 120 and 110 on splash on the inner and medium radius respectively and 150 on direct hit. If she get's killed by her own rocket, Javelin will have a 40 second cool down
10 ) Javelin has a 3X damage multiplier from her own rockets
reason: she gets killed by nearby rockets of her own and can't just shake them off and survive.
So all I want to do with these changes is make Thunder less annoying to play against and to play as.
1 ) Removed slow effect of the concussion grenade
reason: just an annoyance and it really just makes me around McDonald's chips levels of salty when I die to it
2 ) added option for a black blind instead of white
reason: players aren't blinded in real life
4 ) blinded players are spotted but only to Thunder and not through walls.
reason: it can be hard to know who is and who is not blind. This should help Thunder pick his targets better.
5 ) Reduced cool down of the concussion grenade to 14 seconds
reason: it would be under powered if it was just a blind on a 17 second cool down
put simply pizza delivery is kinda bs.
1 ) reduced aoe by 35% if proxy shoots her mines
2 ) Increased animation time to throw a mine by 50%
1 ) audio should be non-directional. Once you are within 10m of a cloaked Phantom, you should get an audio cue to let you know this. This shouldn't tell you his exact location but should tell you to keep an eye out for a Phantom.
2 ) being spotted by a Hunter or Redeye should de-cloak him
3 ) taking 1 damage, should use up 0.1s of the cloak but not shield Phantom from the damage
4 ) If a player uses their sights while using the pdp, moa, felix or crossbow, Phantom should be totally invisible unless it's a redeye with his ir goggles turned on.
5 ) If Phantom stays still or crouch walks, he should be less visible. Walking should be his current level of visibility and sprinting should make him very obvious with lots of glimmer on his cloak.
6 ) If Phantom is 15m or more away from you, he should be totally invisible.
7 ) the cloak should have a 12s cool down with a 3s base cool down for activating it and staying still should use 0.5s of cool down per second. Crouch walking should use 0.75s of cool down per second. Walking should use 1s of cool down per second. and sprinting/Jumping should use 1.5s of cool down per second.