Do y’all think the AMR is good for the game? Or should it be voided
Submitted this PR feedback a while ago and never got any answer, so just gonna throw it out here to gauge people’s opinions
## PR:
Heavy Sniper Part 2 - The Heavying #6163
## What do you feel could be better:
Not sure if it’s because of this specific PR, but the AMR overall is very overtuned at the moment; I’ve heard that from marine and xeno players alike.
The combination of damage, stun, screenshake etc. it can put out at the rate it does makes the game unenjoyable for pretty much any xeno caste. Or almost unplayable, since there is literally no counter to it. One marine can nuke xenos from 3 screens away and the only “counter” I’ve seen is sitting behind cover (basically don’t play the game). Which isn’t really a counter. It prevents any caste from taking 3 steps out from behind a wall, or lingering outside of cover long enough to do any fighting. You can push into combat, and they can scope you at any point without warning. If you don’t retreat the second you’re scoped in on, there’s a good chance you will die. It severely punishes xenos even when they don’t overextend; in other words its presence impedes the flow of a round for the worst. Marines that have played it said it was boring because xenos just wouldn’t push, rightfully. Overall it seems to grind the game to stagnation, and doesn’t really add much.
Teammates can’t block shots. Doors can’t block shots, or even some colony walls.
Mortars and CAS have similar effects in terms of hampering frontline xenos, but those also have counters to balance the damage they dish out - firerate, caves, melting flares; even if marines are lazing open ground, coordinating a strike takes more time and is relatively more difficult. The time it takes AMR to do the amount of damage it does is menial by comparison.
With all due respect, reading this PR felt like watching a powertrip. I was waiting for it to get untestmerged, I’m amazed it actually made it through.
If you wish to dismiss this as cope, I would just ask if you think a xeno equivalent to the AMR in terms of impact on enemy players would be acceptable?
## How would you make it better:
Short of removing it, either:
-Providing more options to counter, such as forcing them to at least be in a screen range, similar to boilers (although they wouldn’t be much of a sniper at that point). Or maybe giving xenos a long-range option to counter it? Such as significantly increasing boiler vision; unlike xenos, at least marines could still counter that with fire supports. Increase boiler vision to 2 screens, reduce AMR scope to 2 screens for example. Not good fix suggestions, just spitballing.
-Drastically scaling back the impact they can have, either decreasing some combination of firerate, damage, interrupt/shake, etc.
I don’t know where exactly the problem lies, I don’t know too much about balance or specific values. All I know is it doesn’t feel good in the game, either for me or the people I’ve talked to in game, from both sides; as it stands it seems to take away more than it brings.