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« on: October 17, 2015, 10:49:37 PM »
Just about everything is wrong with Punk and Search.
Punk:
-Straight screws are too damaging, reliable, and spammable for a buster-style weapon.
-Bouncers don't consume ammo, no drawbacks
-Curl invuln is extremely abusable and can RUIN any class without sustained damage. Makes some classes unusable vs him.
-Curl recharges extremely fast out of a cancel, comparatively same charge rate after a spindash because of the time the enemy needs to take to get to him
Overall, Punk (as well as the other MMK) is a very dated class with a ton of upfront power and no level of mastery outside of aiming screws properly. He needs a rework to force him to make meaningful choices and reduce his overall oppressiveness. Following the "Sonic, Tails, Knuckles" guideline, Punk and Enker (who is also a problem) should take on the roles of tanky brawler and hypercarry (like Skull or Metal) respectively.
Search:
-Infinitely spammable attacks make him MUCH harder to approach than other homing/long range users
-Discs nullify innate close range weakness that all long range classes should have. Require no real mastery to use.
-Almost impossible to punish because of the pressure from infinite ammo and 23 dmg discs. After he blows his 4 shot load, you should (in theory) have a much easier time approaching him. However, in a matter of seconds he can fill up a room with discs/have 2-3 stacks of mainfire on someone trying to approach him.
Search should most likely be changed into a high skillcap homing user (as crazy as that sounds), possibly something similar to this:
Mainfire: Holds tracer out, and consumes all ammo over the course of 4 seconds. Targets are NOT automatically locked onto anymore.
-When mainfire is released with acquired targets, homing missiles are shot at all of them. No extra ammo is consumed, and the tracer cannot be deployed again until you have full ammo.
-Releasing without any acquired targets will fire a single shot with an internal cooldown similar to Crystal's to prevent spam.
Altfire: Tapping alt while tracer is running will now lock on to whatever the tracer was on at that exact moment. No more just hovering over people for .2 secs to lock on, you gotta do this shit MANUALLY, son. Hitting a wall, ceiling, or floor (read: missing) will lock onto said wall/ceiling/floor. You are allowed X amount (4-6?) of alt taps before you cannot acquire more targets, so be accurate (this is also to prevent people from making aliases that rapidly use altfire to simulate current Searchman). Basically, you are choosing what you will shoot at before you actually shoot.
-Altfiring without tracer out could toss out a much weaker disc so Search has a way to defend himself in tight spots, but not to the point where he can now.
Overall, the point of this concept is to reward Search for being accurate and fast, as all snipers should. Because he only consumes ammo when he has his tracer out, if he locks on the maximum amount of times before his ammo is out, he can get back to doing his sniper-y bullshit much faster.
There's also a TON of added mastery to his kit now. Because of his ability to lock onto terrain, newer players can choose to lock onto a wall and unload a barrage where the enemy WILL be rather than risking missing the enemy itself with the tracer. Veteran players, however, will be able to achieve the maximum number of targets acquired in under a couple of seconds, allowing them to dominate groups or assassinate single people easily.