Junkrat: To be Mid Range, OR To be Reworked?

Response to a marine.

Apparently for many reasons, close range is dead. So we will just have to switch to mid range somehow.

Anyway, the Junk players love his Primary so that will be my focus here.
What i am attempting to do here is reward landing multiple Primary projectiles in succession, but giving some counterplay for Squishies and in confined spaces.

Primary;

  • Higher projectile speed 45m/s (May not be high enough)
  • Lower recovery time between shots
  • Lower direct damage to 80
  • Larger splash area to 4 metres
  • 2 ammo
  • Reload time increased to 2.8 seconds

Concussive Mine;

  • Concussive Mine automatically reloads ammo
  • Concussive Mine damage reduced to 35
  • Cannot deploy 2 or more Mines unless 1 is on the ground
  • 100 hp

Steel Trap;

  • Steel Trap Removes all armour
  • Steel Trap now can be seen through walls
  • Steel Trap cannot be seen through walls if within 5 metres of allies
  • Steel Trap has a activation radius of 5 metres, and can trap any enemies in a 5 metre radius
  • Only Tanks can break out of it, though at reduced speed

Riptire;

  • No changes

Holy ****, you want him to have any fun or nah?

Long reload speeds are miserable. Almost three seconds? Have you ever played Orisa on Live? Sheeeesh. :sweat_smile:

Torb and Junk will always be trash as long as they have slow, unpredictable primary fire mechanics without the proper compensation. Blizzard should go all in and make being around a Junkrat dangerous.

With less grouping and less shields AND less targets to hit, Junk will take a hit–and even more so because DPS targets will more easily outmaneuver his slow bombs. So instead of Junk launching stuff at people from a distance, they should give him all the tools to brawl.

I think that starts with 225/250hp. Tough Australian sun-baked hide. Maybe his new look will have a jacket!

Aside from that I think he could get faster projectiles, a higher magazine clip, and a cluster mine (that creates three regular bombs) that explode after his initial detonation. This would give him stronger AoE damage and area denial.

I don’t think firing two shots and then having an almost 3-sec reload will work. :confused:

I don’t play junk enough to comment on numbers, but this is dead on arrival without a flatter trajectory.

I can now see why they tried that 150 damage rework for Junkrat a little while back. They were aware he was going to struggle in OW2. I’m guessing they know it’s a problem and will deal with it in one of the coming patches.

i literally wrote there in the post that concussive mine automatically reloads his ammo, key word automatic meaning no cooldown.
im going for a specific playstyle with that.

i did put that in to incentivize mid range more.

i increased primary projectile aoe for this, but im not sure if that is final.

you would be messing with the muscle memory of junkrat players, it seems to me they generally like the current arc.
if they manged it in ow1 i dont see why they cant manage it in ow2.

It’s fundamentally unsuited to hitting directs, and those are necessary to fight at mid range given the lack of an impact fuze.