I like artflow . I used to like Autodesk until they got rid of the paid version and replaced it with a gimped free version and inapp purchases <| sep |> Didn ' t someone ' s card go up in flames after this change though ? I recall it being a hardware issue and not bios related . <| sep |> Stand too closeget in my space . If I ' m not trying to be friends with you , don ' t go into my bubble . <| sep |> I ' ve had limited success with Fuze and Glaz recently but it involved playing them a little lot different . Using Glaz is better at somewhat closer range due to his weird damage model , almost better to think of his rifle as a shotgun that fires slugs . Fuze is a lot of fun when you use your head , best not to go for kills with his gadget but instead use it to waste Jger devicesdestroy deployed gadgets and either make defenders move or be unable to move . It ' s an underutilised tactic to delay detonation of a cluster until you ' re in position to make use of it . As for how to make them have a little more incentive to play . Kapkan Definitely make him 22 , his biggest issue is getting everything done in prep phase . I ' d also personally want him to get an ACOG for his smg since that ' d buff Chanka as well and considering how rare tripmine kills are it might be worth looking into . Fuze Make him 22 as well . This would mean you have solid primaries on an operator that can actually make good use of it as well as an option for a faster shield . I ' ve also seen the idea floated around of giving him Cap ' s frags which , when I think about it , could be good for the meta . Glaz He really needs some work I ' d make him 3 speed 1 armor , rework the damage model of his DMR and give him an ACOG . The armorspeed change would allow him to reposition faster and make him a bit harder to hit at range compared to now . As for the damage model , it ' s just ineffective . Glaz should be able to do a better job than BuckBBTwitch using a DMR but due to the damage falloff of his weapon and no other utility there ' s no point . Lowering the initial damage of shots to around 7580 removes the possibility of close range OHK ' s that exists currently and allows the damage dropoff distance to be changed to around 30 m this lets him do full damage at the ranges you ' re supposed to play him at and be effective when providing overwatch . Lastly , giving him an ACOG would give him the option for slightly less zoom than now paired with massive zoom to allow him very good accuracy over range .