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The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 22, 2010, 07:08:22 AM »
Ghostbuster - I really wasn't sure what all to do to help this guy. If he has too much ammo now, then we can bring his ammo capacity back down. It's easier to work with exact multiples though (i.e. 2), because things divide evenly and correctly and without error.
Sjas - Seriously? Range reduction? He's a melee class. He might be pretty tough but he's also vulnerable and it does take actual skill and practice to master him. I'm getting mixed opinions about him, some people think he's fine, some people think he needs a range reduction. To be honest, I'd like to hear it from people who actually play Sjas and find it too easy.
Choke - If he's still too weak I'll give him a boost. But I'm iffy now. He needed help before, now it's to see if he still needs it. Some people are able to master this guy real well. If you buff him too much you'll get too many people from the other side saying that he needs to be nerfed.
Engineer - A possible reload is planned in the future, but I did not get to it this time around, because it would take a bit of effort to do it correctly. Also, having some extra sprites would be exceptionally handy for this. A reload is not effective at all unless you can make it last a critical amount of time, and you can't do that and make it look right with a simple offset lowering.
Hunter - This is another pretty tough class to play. I'm real iffy on changing the lightning arrows. Although I will say the Jitterskull probably should be a little bit tougher since he can't dodge at all - but maybe the Hunter is the Jitterskull's "arch nemesis", so to speak, his "weak spot." I don't see anything wrong with that idea.
Marine - Again, iffy on the grenade count change. I had planned to do it but didn't get around to it - too busy debating what, how much, and if it'd fix any actual problems. Additionally, the grenades themselves were already nerfed.
Remember one thing about balance - keyword: balance.
In the end, you want both sides (not any specific class) perfectly and equally able to kill the other. There's too many variables and that's why it's a tough subject. The more you change the more you risk overdoing any particular thing - and all changes affect everything else.
What you do NOT want is anyone to be too powerful. You don't want people to pick favorites and master them without skill. You don't want anyone to be invulnerable. In all, every class should require approximately an equal amount of effort to kill with every opposing class, even if part of that effort comes from general skill.
You also want this to be newbie friendly, since this mod does attract a lot of people who are really wet behind the ears - some of Skulltag's betters of today started with hours upon hours of GvH every day.
Sjas - Seriously? Range reduction? He's a melee class. He might be pretty tough but he's also vulnerable and it does take actual skill and practice to master him. I'm getting mixed opinions about him, some people think he's fine, some people think he needs a range reduction. To be honest, I'd like to hear it from people who actually play Sjas and find it too easy.
Choke - If he's still too weak I'll give him a boost. But I'm iffy now. He needed help before, now it's to see if he still needs it. Some people are able to master this guy real well. If you buff him too much you'll get too many people from the other side saying that he needs to be nerfed.
Engineer - A possible reload is planned in the future, but I did not get to it this time around, because it would take a bit of effort to do it correctly. Also, having some extra sprites would be exceptionally handy for this. A reload is not effective at all unless you can make it last a critical amount of time, and you can't do that and make it look right with a simple offset lowering.
Hunter - This is another pretty tough class to play. I'm real iffy on changing the lightning arrows. Although I will say the Jitterskull probably should be a little bit tougher since he can't dodge at all - but maybe the Hunter is the Jitterskull's "arch nemesis", so to speak, his "weak spot." I don't see anything wrong with that idea.
Marine - Again, iffy on the grenade count change. I had planned to do it but didn't get around to it - too busy debating what, how much, and if it'd fix any actual problems. Additionally, the grenades themselves were already nerfed.
Remember one thing about balance - keyword: balance.
In the end, you want both sides (not any specific class) perfectly and equally able to kill the other. There's too many variables and that's why it's a tough subject. The more you change the more you risk overdoing any particular thing - and all changes affect everything else.
What you do NOT want is anyone to be too powerful. You don't want people to pick favorites and master them without skill. You don't want anyone to be invulnerable. In all, every class should require approximately an equal amount of effort to kill with every opposing class, even if part of that effort comes from general skill.
You also want this to be newbie friendly, since this mod does attract a lot of people who are really wet behind the ears - some of Skulltag's betters of today started with hours upon hours of GvH every day.
