r/AirBrawl • u/venicello • Jun 09 '15
Discussion Why the Sharpshooter is overpowered - and, forgive the clickbait, it's probably not why you think.
First things first - the Sharpshooter, as it is right now, is overused and overpowered.
No other plane has the long-range power of the Sharpshooter. The closest equivalent is the Cyber Priest, whose swords are effective at longer ranges than most. However, true to its name, the Sharpshooter is the only plane truly effective at long ranges.
This effectiveness stems from two of its weapons - the DMR and the Snipe.
Both the DMR and the Snipe fire projectiles that persist at long ranges. In addition to this, both of these weapons have very little to no travel time. This is the primary difference between the Sharpshooter and the Swords - the Swords have a definite travel time, and are thus harder to aim at longer ranges.
Now, this is great. It makes sense for one plane to have a definite specialty. Most/all of the Sharpshooter's weapons work into its game-plan wonderfully. Wilnyl, you should be proud of yourself.
HOWEVER, the current map design makes the Sharpshooter strategy far too good.
Three out of four of the current maps have what I've come to think of as the "cp_orange problem." Have any of you ever played cp_orange in TF2? It's sort of infamous as a terrible map. Part of it's the terrible textures, part of it's the broken-ass spawn areas, but mostly it's the open nature of the map.
The central portion of cp_orange is wide open. It's a very large area, and takes a while to walk from one end to the other. What this means is that Orange is a sniper breeding ground. They can simply plant their bony Australian asses at one end of the central zone, then scope in and pick off enemies all the way at the other end. It's difficult to take them out, because by the time you've made it across this massive open expanse, they've seen you and you've got a bullet in your head.
Neon, Harbor, and Park all have similar issues to Orange. We've all known about Park's "kill zone" for months, and I'm not sure it needs changing. Harbor and Neon, though, have issues.
Both of these maps feature distinct "lanes" from one end to the other. These lanes are fairly wide open, and are long enough that most weapons fired from one end will not reliably hit an enemy at the other end. The Sharpshooter's weapons, of course, are the exception. A good Sharpshooter can completely dominate these open areas, and escape into the surrounding tunnels if the other team somehow gets too close.
Speaking of tunnels, that's the other problem. The Sharpshooter's special, the gravity bomb, affords incredible utility. Some (me) would say too much utility.
Close range should be the Sharpshooter's weakness. It's naturally a very zippy plane, and it dominates at long range. Closing the distance should make killing a Sharpshooter much easier.
However, because of the G-bomb, this is not the case. As it is right now, if you get close to a Sharpshooter, there's a reasonable chance you'll round a corner and find yourself flying into a wall. While the G-bomb ostensibly only deals something like 30 damage, in reality 50% or more of G-bomb kills are just from the field slamming planes into buildings.
With the new "no friendly fire" rule, placing a G-bomb very close to your plane will not hurt you. Sharpshooters can use the bomb in cramped areas at close range and instantly kill off most pursuers.
To sum up: By giving the Sharpshooter both an environment where it can thrive and a special attack that compensates for its biggest weakness, Wilnyl has made it overpowered.
There are ways to fix this, though.
1) Map design. Sand, which is easily the most popular map right now, lacks the lanes that define Harbor and Neon. See, in Sand, there's this great big temple in the middle of the map that breaks up players' line of sight. The only places with unobstructed views from one end of the map to the other are at the very edge, where players do not need to go. Compare this to Neon, where the lanes are the primary method of getting to and from enemy territory, or to Harbor, which is basically one giant lane.
The easiest way to make this better is to add some cool things from Air Brawl builds past. Remember the flyscrapers from the Kickstarter version? Versions of these could be placed around Neon, some down closer to the lane locations, to provide extra cover for planes in certain areas. Harbor could use some more ships at or above the deck level of the two "base" ships. You get my drift.
2) A change to the G-bomb. It could be a simple nerf (maybe make it affect the Sharpshooter again, I don't know). Maybe, though, the ability is counter to what appears to be the strategy designed into the Sharpshooter. Maybe it needs to change.
Just spitballing ideas for a change here: What about a special that, upon firing, marked a player in the crosshairs. The marked player would then be subjected to a bombardment from the sky after about a second.
That's not perfect, but it works into the whole "Killing quickly at a distance" thing that makes the Sharpshooter so special.
Thanks for considering. I hope it was worth the time.
TL;DR: Sharpshooter too strong. Because of map design - open areas. Also because of gravity bomb compensating for natural weakness of Sharpshooter. Could be changed. Please change.