Suggestion from Project Zaero#9999 (358577849411567616)
Shooter damage / threat adjustments.
Standard Shooter projectile damage from 5% to 8% and lower their health from 30 -> 28.
Giant Shooter projectiles from 6% to 10% and lower their health from 150 to 120.
These enemies in theory are a ranged threat to complement their short range Striker counterparts. In actuality, the shooters are just a tanky nuisance. Their damage is more often than not completely redundant, tickling you for a measly 5%/6% damage, hardly worse than a Charger's punch. They feel bullet spongey and unresponsive, while not really being much of a threat other than to your sanity.
Raising the standard projectile up to 8% damage means that if you try to stay on 20% health, the 2 most basic enemies in the game can kill you if they both hit you. Currently, you can take a hit from both a Striker and Shooter and walk it off, regening back to 20% and ignoring med kits. Alternatively, you can tank 3 Shooters and laugh it off. If you get even 1 tick of health regen, you can even tank a 4th shot like they aren't even shooting at you. Having the 2 most basic enemies being able to 1 - 2 combo you on regen cap would vastly increase the value of med kits and help resolve one of GTFO's biggest balance issues; regen cap abuse.
Regarding Giant Shooters; once players discover how easy to dodge their projectiles are, how easy they are to stagger, and how little of a threat they truly pose, they simply get bullied. The Giant Shooter is meant to be the long range counter part to Giant Strikers, but the gap between how threatening these enemies are is enormous. Giant Strikers deal 24%/40% damage with their attacks. Meanwhile you can afk and a Giant Shooter only does 18% with a full burst; not even enough to kill you on regen cap. Raising their damage to 10% means if 2 of their attacks hit, you die on regen cap. If one hits you and a striker hits you, you die. This is a very big change to how dangerous this enemy is, so lowering the excessive tankiness can counterba