Suggestions for the M79M:
Make it shoot impact explosives like the others, and not grenades. The grenades idea, I'm guessing, was just a quick fix, and that making the impact version would have taken a bit more time and you wanted to release ASAP. This would also fix the problem that I've been having where the grenade can take a long time to activate.
Maybe make it have a wider radius than the grenades with more damage/healing and less linger time. Result: Wider effected radius and slightly more total healing/damage quicker in comparison to grenades.
Take the total ammo down by two (down to six), but make Medic get one more max grenade per level (up to twelve at rank 6).
Other suggestion:
Do the thing you did with Firebug getting extra grenades, but with Medic?
Make the Claymore deal cleaving (multiple targets hit) strikes like the Scythe, but with a tighter cone (slightly wider than that (but still less than Scythe) for secondary)?
Slightly longer reach on the Scythe?
Less accuracy and more damage on the Tommy Gun?
Slightly lower rate of fire, slightly higher damage, a slightly higher headshot multiplier and a higher price on the MkB42?
Increase single flare gun weight by one (up to three)?
Decrease Mk23 weight by one (down to two again)?
With another class getting special grenades, why not give Support Specialist back his grenade damage boost, and HE Grenades that deal more damage than regular grenades but with a smaller radius and more knockback?
I also second the suggestion (and only that suggestion, to be honest) that Dr. Killjoy brought up: remove extra movement speed decrease (make it the same as the others), but reduce syringe recharge for all classes.
Maybe (or not! Medic already recharges more than fast enough to continuously heal by at least rank 5) increase Medic's syringe recharge rate to compensate?
Increase the Tommy Gun's maximum ammo? I mean, it is only pistol rounds. The Bullpup gets 600+ rifle rounds!
Make it shoot impact explosives like the others, and not grenades. The grenades idea, I'm guessing, was just a quick fix, and that making the impact version would have taken a bit more time and you wanted to release ASAP. This would also fix the problem that I've been having where the grenade can take a long time to activate.
Maybe make it have a wider radius than the grenades with more damage/healing and less linger time. Result: Wider effected radius and slightly more total healing/damage quicker in comparison to grenades.
Take the total ammo down by two (down to six), but make Medic get one more max grenade per level (up to twelve at rank 6).
Other suggestion:
Do the thing you did with Firebug getting extra grenades, but with Medic?
Make the Claymore deal cleaving (multiple targets hit) strikes like the Scythe, but with a tighter cone (slightly wider than that (but still less than Scythe) for secondary)?
Slightly longer reach on the Scythe?
Less accuracy and more damage on the Tommy Gun?
Slightly lower rate of fire, slightly higher damage, a slightly higher headshot multiplier and a higher price on the MkB42?
Increase single flare gun weight by one (up to three)?
Decrease Mk23 weight by one (down to two again)?
With another class getting special grenades, why not give Support Specialist back his grenade damage boost, and HE Grenades that deal more damage than regular grenades but with a smaller radius and more knockback?
I also second the suggestion (and only that suggestion, to be honest) that Dr. Killjoy brought up: remove extra movement speed decrease (make it the same as the others), but reduce syringe recharge for all classes.
Maybe (or not! Medic already recharges more than fast enough to continuously heal by at least rank 5) increase Medic's syringe recharge rate to compensate?
Increase the Tommy Gun's maximum ammo? I mean, it is only pistol rounds. The Bullpup gets 600+ rifle rounds!
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