I love bucket I absolutely love playing with him but it always like you are running behind on the facts. He isn’t a great support and his turrets cover too little terrain to be really harmful. A good bucket player will do amazing damage on average monsters, but fighting against good monsters and he becomes obsolete. His skills do not work together at all and he doesn’t find balance between his skills, he isn’t flexible enough. He needs some love, and this time not only 11% on a gun that is still bad.
*Don’t wanna read everything? Just check the Bold Titels and check the first words of the alinea, it should give a hint what it is about. A quick summary will explain the rough edges, for more info you should read the details down below.
UAV tag will allow 2 things making it work together with the other abilities. When the monster is tagged a time frame opens up in which the Turrets get extra range, but do less damage, and the missile launcher gets a lock-on ability. Fixing a few bugs with the UAV ‘tag reset’ and Slim’s spore gun will make this work very simple. This will make a Bucket a more strategy based support with a sharp edge at the right moment.
Cabot once was scary, now they made him a little old lady with a pea shooter. Sunny can be very scary in the right hands, same as Hank. Bucket is not a “real” target. I played him a LOT and we still do Laz + Bucket runs to challenge monsters with good skill to try to beat us with it. It’s really hard for both teams, most monsters leave. But it is exactly how Bucket play’s that make him work for this playstyle. A player goes down and the body becomes bait. Bucket runs in placing turrets near the body and he stay’s between the monster and Lazarus. When the monster looks at Lazarus funny, Lazarus uses his cloak and then the motion of cloak swapping kicks in. Because he is so little of a threat he can run around easy and keep doing this till the monster figures it out. We tried the same with Sunny for example and it just doesn’t work. The shield shields you while in cloak and the Jetpack boost can be as much of a risk as jumping in normally. Problem really is that Sunny is a high priority target so cloak swapping might kill you both.
Reworking The UAV tag “bug” reset
The UAV can be exploited by pressing both buttons W & A, or W & D together (front-sideway). The UAV will fly much faster and even the sound increases in pitch. You lose some sight, but it’s well worth the tradeoff. Good bucket tip though for now <<
This needs a fix, but at the same time we also need a fix for the damn tag. A floating grain of dust will reset the ‘tag’ timer and little to no monster actually juke the UAV itself. This interruption makes it very unreliable if not very annoying. We also need something for climbing walls because the UAV’s maximum height. It makes flying uphill a drag and it shouldn’t be. But this isn’t as important as of yet.
The fix? Make it so it decreases the tag 4 times the speed of the tag itself (the yellow circle thingy). If something breaks the line of sight, it won’t reset, but only decrease progression on the tag. I’ve had moments when I was 300 meters out and the tag reset 3 times after each other and I lost the UAV battery. This should not happen. This solution should fix the problem and still give the monster the option to juke the head (killing it is better though). In any communicating team they already know that the monster is near the head anyway.
Reworking synergy with the UAV
Then as a ‘rework’ feature the UAV needs to work WITH his other skills. In-combat UAV does absolutely NOTHING and Slim’s spore cloud removes the tag directly on a hit (probably a bug). It’s nice to know where the monster is, but its too much of a risk to tag in a dome. And this is bullshit really. Sunny can use every skill she got in a dome and needs them. Hank can use every skill in a dome and needs them. Cabot can use every skill in a dome and kinda needs them (this also makes Cabot a little weak). Bucket, can place semi effective turrets and shoot the monster with ‘crappy’ rockets. His UAV sits and waits till the fight is over.
I say, no more!
So for a better synergy flow with bucket his UAV needs to do something and I’ve thought about this hard without changing his class all too much. His UAV needs to work with both his Rocket Launcher and his Turrets. The UAV is pretty annoying for finding and hunting the monster, but at stage 3 it does nothing really. It’s a time consuming luxury. In combat it’s a HUGE risk to stand still and try to tag the monster, so we need something that makes it worth the risk to boost Buckets performance that little bit every fight. He needs an edge without touching any base values of his abilities.
UAV lock-on laser guided missile-launcher
His rockets because of the laser can make turns and follow the monster if you keep the laser on the monster. This also makes for a great risk because if you want to do damage, you NEED to look at the monster, turn away once and your rockets miss.
Right mouse button at this moment doesn’t do anything for the missile-launcher and it doesn’t work together with a UAV tag. This needs a change.
Reworking this aspect of the missile launcher gives you the option to ‘Lock-on’ with the missile launcher when a UAV tag is active. This makes shooting the Kraken out of the sky much easier and it also removes the forced gameplay that you need to keep aiming at the target while you shoot. Any error will mess you up in the current state of the game. Having a UAV tag combo will give you some breathing room. Those Kraken players that hide in trees can finally be hit now.
This might seem a little overpowered at first, but remember, it’s still the same weapon AND you can actually trick missiles that are locked on. Hide behind an object and they will fly right into it. Blink away, dodge away or leap away and the missiles will miss. It’s risk vs reward giving you a little extra damage overall WITH a UAV tag <<
UAV tag + extra turret range
This discussion is going on for quite a while, but we need something done to the range of the turrets. It’s far too strong to simply boost it by a few meters, but synergy can be very helpful here as well.
To start, leave the turrets as they are now as they are. They aren’t weak and they should not do any more damage than they already do. The problem we have is that they don’t really do much in a bad dome, or that a flying Kraken can avoid them pretty easily.
To combine the UAV with the turrets can make for an amazing improvement in actual support utility. If a UAV tag is on the monster the turrets increase their range by 100% making them insanely powerful range wise. A little too powerful in my opinion, so there needs to be a catch. Beyond the range of 10 meters the accuracy of the turrets decrease by 10-20% giving it a little less damage, but still be very effective when the UAV tag is active. The bigger the monster, the easier it hits. You could also implement that the turrets ONLY shoot the monster when the tag is up and ignore wildlife/minion if the monster is in range.
This combo will mean that the times that the UAV tag is active the turrets do their job a lot more effective. It will give you the option to finally hit those high flying monsters (Wraith, Kraken) and keep doing their job when you are pretty useless anyway.
Why should this be implemented?
Bucket feels a little empty at times. Having that one skill that does nothing in a fight actually DO something makes for amazing risk versus reward scenario’s. All of these moves can be countered by destroying the UAV in the first place, or simply out maneuver them. A “dome tag” is very risky as you are probably wasting a cloak and valuable time. Time it right and Bucket becomes really scary without being super overpowered.
Why is Bucket so bad now? He is so little of a danger that you can practically ignore him when you stay out of his nests. His UAV tag is annoying early game, but his lack of defensive support utility make him pretty bad the more damage the monster can pump out. Support is supposed to bring utility danger to make them a high priority target. Bucket has none of those, he can only make area of denial that is easily avoided and can be ignored for short periods of time.
Giving his “useless” ability actual function, to work together to make his abilities stronger, it becomes much more fun to play him. Fix his UAV so it can actually tag a monster right. Implement these changes to give him much more of an edge. Scale his damage output accordingly and you have your friendly neighborhood robot that can actually do something in a match, and turn the match in his favor when he plans it right.
The catch/problem? Going with abe for example with have some moments when abe can really mess up Bucket’s UAV tag with 1 simple 0,5 second shot from abe. They either need to function separate from each other, or it needs good communication. I vote for the first, but understand if it can’t