Rampart QoL changes and balance tweaks

by RedpawsQ
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Rampart QoL changes and balance tweaks

[ Edited ]
★★★★★ Apprentice

Rampart is a neat concept, but there's a lot of really large annoyances with how she functions. Especially with placing Amped Cover. It's just clunky, and often doesn't work as you want it to.

Changes I'd like to see for Rampart...

 

Wall placement ignores teammates (and enemies), letting you build directly underneath them

Doing so will lift them up on top of it, or if there's no vertical room, push them off to the side. Why? Because right now trying to place amped cover in front of (or even just close to) teammates that are close to ledges is IMPOSSIBLE. It makes using Rampart in pubs an absolute headache, because your own team will block the spots you want to place your walls in CONSTANTLY. This is an issue that the other two 'builders' (Caustic and Wattson) don't have to experience, both due to having much smaller deployables, and due to the places they want to put them (against walls/around corners), which is generally not occupied by a teammate.

 

Make walls not be destroyed in one shot while building

Instead, make the wall have 200 health (half of the built health, could be lowered further if needed to 100-175) while building, and if it is damaged during the build phase, it stops half-finished (with the plates still open to show that). One punch or one grenade should destroy an unfinished wall. This makes it so you can set it up more easily in combat, or use as an emergency cover. However, being able to pop down three walls in a row would probably be a bit too good, so...

 

Lower charges from 3 to 2, lower CD from 30 to 15

This allow for walls to be placed much more often, though you can't drop three walls at once anymore, which would work better with the above change.

 

When aiming directly at Sheila, make walls be deployed in front of it (as in, opposite side of the turret, instead of the side closest to you)

Another QoL change, making it much easier to deploy a wall in front of Sheila if Sheila was deployed first. Right now, you either have to place the walls first, have the wall be really off-center, or stand on top of the turret when placing the wall. Which feels really clunky.

 

Let players mount Sheila slightly earlier

Build time should remain the same, but you should be able to hop on it just a little bit sooner. Right now it feels a bit clunky to try to place and quickly jump on it for a minigun ambush. Also would allow players to start aiming just a smidge faster.

 

Fix the blinding L-Star

There's been other threads of it already, but the bug where shooting an L-Star through the Amp wall makes it blind you completely still haven't been fixed. This is especially bad, since Rampart is supposed to be the 'LMG expert', yet one of the three LMGs in the game becomes unusable if you try to use it with your walls.

 

 

Those are the changes I'd like to see. Thoughts?

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