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Author Topic: Teamstyle: The Objective Class mod  (Read 1869 times)

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September 30, 2016, 10:25:15 PM
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Offline Ehibika

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  • Date Registered: June 15, 2015, 06:43:37 PM

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Teamstyle: The Objective Class mod
« on: September 30, 2016, 10:25:15 PM »
(This thread is a work in progress, forgive the incompleteness)


TeamStyle
Teamstyle is an objective game mode class mod designed around team play through class synergy, class relationship, and the presence of abilities found in no other class mod as of this time. Taking inspiration from a number of team based class shooters like Team Fortress 2, Overwatch, Dirty bomb, Splatoon, and more as well as just general ideas from other games weíve applied.

The mod doesnít just stop at classes though, it incorporates a number of features and design choices at the interest of adding tactical options, these include:

~The ability to walk and shoot through allies
~Damage falloff, raising range variance and the importance of placement.
~Numerical damage display
~Internal respawn system
~The ability to see the health of allies (as a support class)

And features that will be coming in soon:
~Team communication commands (call help, call medic)
~See class distribution among your team via Automap
~Scoreicons for all classes

How is there any more teamplay in this mod than Class based Modification or Unholy?

Teamplay is largely facilitated by classes being designed around specific roles, each have a primary job in the game and are built to perform that job as efficiently as possible, rather than being exclusively centered around fast passed DPS, many classes either employ the threat of damage to hold an area and keep enemies back, or are about more than just dealing damage, some can heal allies, generate shields to deflect oncoming fire, or debuff opponents to weaken them a good deal.

But the most important aspect of the mod is the fact that classes are balanced around one another, each can be checked by another class or another strategy available to the player, and success is achieved by adapting ones strategies and decisions around what strategies the opponent is using.

Is everyone crowded in a big clump and sending waves of firepower your way? Some explosive wielding classes can help clear things up, and some shielding classes can redirect the damage from the team.

Is a long ranged class locking the area down? Try a speedy flanker and see if you can remove him, or use another long ranged class to take him on.

Is your team unable to last through the enemyís defenses? Probably time to roll a healer and help sustain the team long enough to take them down.

[+]======================[+]
Teamstyle Class and mechanics guide
[+]======================[+]

Basic mechanics:
    Damage falloff
    Ranges
    Blast jumping
    Double jumping

Class Guide:
Offense Classes:
    Fighter
    Scorcher
    Scout
    Cannoneer
    Breaker
    Copter
    Boiler
    Steelix

Defense Classes:
    Bomber
    Marksman
    Ranger
    Gunner
    slick
    Heavy
    Sparky
    Orbular
    Psychic

Support Classes:
    Nurse
    Chemist
    CombatMedic

~~Basic Mechanics~~

Damage falloff:

Spoiler for Hiden:
Unique to teamstyle is damage falloff, where projectiles deal damage relative to how far they are from the person that shot it upon hitting something. The vast majority of weapons have it, and at different rate as well. Damage falloff makes range play a much more important role in combat, as classes have an optimal range where their weapon deals the most solid damage per hit. Bullets speed and spread is generally a good indication of where a weaponís ideal range is, but how long till a weaponís damage falls, how quickly it falls, and how low it can possibly go varies from weapon to weapon.

Damage falloff is what can give one class an advantage over another, as their DPS changes based on their distance from one another. Within close to mid range two classes could be equally effective, but from further away, one may still do more damage after falloff than the other, giving him the edge.

Range:
Spoiler for Hiden:
As mentioned, with damage falloff being a significant part of the modís design, knowing what constitutes as long ranged, mid ranged, and close ranged is important information for knowing how to address any situation, so hereís an explanation on that.

Close Range [200mu or less]

Things are up close and personal here, most classes work well in this range, but some outright excel at this range, to where being anywhere in this zone around them is asking for trouble.

Ideal classes for this range:
Steelix
Scout
Scorcher
Heavy
Slick
Sparky
CombatMedic


Mid Range [500mu to 200mu]

Where most fights happen, this is the general distance the community is used to fighting in, the vast majority of classes also work well in this range.

Ideal Classes for this range:
Fighter
Scorcher
Scout
Cannoneer
Breaker
Boiler
Bomber
Marksman
Slick
Ranger
Sparky
Orbular
Psychic
Nurse
Chemist
Combtmedic

Mid-long Range [900mu to 500mu]

Things are a bit further away now and damage falloff often starts to be near itís end for many classes, but this zone is a pretty comfortable area for explosive wielders and spike damage classes, explosion wielders can be safe out of the blast radius of their own weapons, and spike damage classes have the time needed to land stronger yet infrequent shots.

Long ranged classes in general are particularly good here also.

Ideal Classes for this range:
Fighter
Cannoneer
Boiler
Breaker
Copter
Bomber
Marksman
Gunner
Ranger
Psychic

Long Range [1400mu to 500mu]

Most classes deal minimal damage here, but a fair number work quite well at this distance, giving them a distinct edge in this situation. Projectiles come at a slower pace in long ranged fights as leading your shots is key here.


Ideal Classes for this range:
Cannoneer
Boiler
Copter
Marksman
Gunner
Ranger
Psychic

Extreme long Range [1400mu or more]

Few classes work well at this distance, but the ones that can have quite the upper hand in this scenario, with enough time to react to oncoming fire and the ability to still deal good damage this far, classes that work in this range can have some significant map control when played well.
Ideal Classes for this range:
Cannoneer
Copter
Marksman
Ranger
Psychic
Blast Jumping:
Spoiler for Hiden:
Blast jumping is the act of detonating an explosive beneath you in order to propel yourself across great distances at the cost of some health, itís an important tool for many offense classes as it allows for higher movement across the map, and since you take reduced self damage by blast jumping, the cost isnít so crippling that it makes the act too risky to consider.

Blast jumping in Teamstyle is a simpler process than rocket/sticky jumping in TF2, as detonating an explosive beneath you will launch you forward regardless of where the explosion was relative to your position. But itís also an important tool to utilize when on the offense, as it can get you to the frontline in no time, and reach shortcuts that would normally be inaccessible to other classes.

A number of classes within the offense category can blast jump, this includes the fighter, the cannoneer, the breaker, and the boiler. Only one defense class can blast jump, that being the bomber. No support classes so far are able to blast jump, so keep that in mind before leaving your healer in the dust.

~Offense Classes~
Offense classes are designed around assaulting an objective, these are the ones that push onto the key entity of interest and will fight whatever stands in their path. These classes have generally high mobility, Their DPS varies but they are usually equipped with means to get around or through defenses.

[+]=====|The Fighter|====[+]
Spoiler for Hiden:

HP: 175
Speed: Above Average

The balanced and reliable frontlines class, the fighter is a highly adaptive offense class with great mobility and damage output. Equipped with the assault buster, a semi auto weapon equipped with a built in missile launcher; the fighter is able shoot 25 rounds at a steady rate with his mainfire before needing to reload, the first 5 rounds upon firing coming out in a rapid burst, allowing the fighter to do quick spurts of damage when working behind cover.

And when you need a bit more burst damage, the assault missiles can come into play, using the altfire will launch a swift missile that deals damage within a splash radius but also does bonus damage on direct hits. Direct hits are great but it has a healthy splash radius, so aim within a targetís area on the floor if they are too fast to hit directly, Great for dealing with both swift but frail opponents or knocking a dent into bulkier but slow foes with direct hits.

But damage isnít itís only purpose, fire the missile at your feet and you can send yourself flying high and far, navigate the map quickly by blast jumping and get to high ground in no time!


~Defense Classes~
Defense classes are all about protecting an entity of interest by obstructing pathways to it, and eliminating threats efficiently. Despite what the name may usher (for those used to RPGs), these classes tend to have very high damage potential, and use said damage potential to hold attackers from advancing or wiping them out when they do bypass defenses. Conversely, most defense classes usually arenít too mobile, and depend heavily on being in the right position to be at their most effective.

~Support Classes~
Support classes are centered around using non damaging or auxiliary abilities to keep their allies in the fight and lean things in their teams favor, supports possess talents that are valuable both on the offensive and defensive, and see themselves in both situations often. While the current selections of supports are all able to heal, support isnít strictly healing. They can augment allies or weaken enemies, all while still contributing DPS when itís needed.


F.A.Q
[+]=================[+]
Q:Can I suggest/submit a class idea?

A: sure thing! Iím always open to ideas for new classes, just remember that the class should be defined by what it offers to the team, not how it plays. I donít want to have multiple classes that deal the same damage at the same range and do the same things but just do them differently. Also remember that I have the final say on statistics, if a class that was suggested or even submitted to me ends up throwing the gameís balance way out of line, I will act immediately to tune it at the interest of a better playing experience, even without your consent. Worse case scenario I may outright remove it, Iíve done it with my own classes before.

Q: Wait, the Sniper has damage falloff? Doesnít that defeat the purpose?

A: marksman is more of a long distance burst damage class than he is a traditional FPS sniper, he still does far more damage from a distance than any other class, but since he only getís bodyshots here I felt it would be better for the recipient since if far enough, a fatal shot could become near fatal, which would lead the victim to fall back. The marksman still removed the victim for a moment while the victim has the opportunity to avoid dying and having to respawn if he so chooses.

Q: Does this mod have a discord chat?
A: indeed! the link is here:   https://discord.gg/YQBGyZ5

October 01, 2016, 01:35:13 AM
Reply #1

Offline BlastDaSky

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  • Date Registered: September 29, 2016, 05:40:15 PM

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Re: Teamstyle: The Objective Class mod
« Reply #1 on: October 01, 2016, 01:35:13 AM »
An idea for a class:
Name:Ember Beast
HP: 300 or so.
Speed: Slow, but faser when weaker.
Skin: Something like a giant, wich-walks-in-4-legs beast. The colors are red and orange.
The Ember Beast (EB if you want so)is mainly a defensive class.His main role is to protect weak , ranged classes.
His main attack is the Ember flare,a powerfull aura wich deals a moderate damage around the EB.This is good for destroyin' weak classes with meelee attacks.This, also, can push enemies away.
And if that wasn't enough, you still have 2 attacks!
The altfire is the MeteorGun.It shoots a fireball that deals a high damage in a medium area, at the cost of 1/4 of your ammo.Use this when fighting ranged , weak classes.
Then, you have the last attack(wich is normally done with rightclick),the Hell laser.
This is a powerfull,short ranged laser attack. It does little damage, but it increases with time,but reduces again if you change the objetive.
Use this against strong classes(or use lots of small peeps,lol).
Weaknesses:Fighting fire with fire does seem to hurt him...


October 05, 2016, 04:00:42 PM
Reply #2

Offline Ehibika

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  • Date Registered: June 15, 2015, 06:43:37 PM

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Re: Teamstyle: The Objective Class mod
« Reply #2 on: October 05, 2016, 04:00:42 PM »
Quote
An idea for a class:
Name:Ember Beast
HP: 300 or so.
Speed: Slow, but faser when weaker.
Skin: Something like a giant, wich-walks-in-4-legs beast. The colors are red and orange.
The Ember Beast (EB if you want so)is mainly a defensive class.His main role is to protect weak , ranged classes.
His main attack is the Ember flare,a powerfull aura wich deals a moderate damage around the EB.This is good for destroyin' weak classes with meelee attacks.This, also, can push enemies away.
And if that wasn't enough, you still have 2 attacks!
The altfire is the MeteorGun.It shoots a fireball that deals a high damage in a medium area, at the cost of 1/4 of your ammo.Use this when fighting ranged , weak classes.
Then, you have the last attack(wich is normally done with rightclick),the Hell laser.
This is a powerfull,short ranged laser attack. It does little damage, but it increases with time,but reduces again if you change the objetive.
Use this against strong classes(or use lots of small peeps,lol).
Weaknesses:Fighting fire with fire does seem to hurt him...

hmm, well here's the problem, this class supposedly has the designated role of protecting long ranged classes. but then you give him an arsenal that can handily deal with any type of opponent at any range, a very large HP pool with the added perk of gaining speed when his health drops, and having no perceivable weakness to take advantage of. this is basically a do-it-all class, and that's not good for a mod like this since classes are balanced around each other. one that can easily defeat any opponent at any range is just going to centralize the mod and kill the games variety, as nothing can reliably deal with that class besides itself.

not only that, but it's intended role is already filled by an existing class, steelix; and even then, long ranged classes typically can fend for themselves  anyways.

The thing to remember is that this is not a user class mod where every class is made to be perfectly self sufficient and able to carry the game if they are played well enough. classes are roles that are strong in some areas and weak in others, this is what makes team composition important, as stacking in one class leaves a gaping hole in your teams defenses and capabilities. having a team of only heavies sounds like an easy win (300 HP and a high damaging weapon) until you realize that heavy deals poor damage at mid-long range, and his slow speed makes him an easy pick for marksman and bomber, his two main counters.