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December 22, 2010, 01:31:44 AM
Reply #30

Offline TERRORsphere

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Re: Post your ideas regarding balance
« Reply #30 on: December 22, 2010, 01:31:44 AM »
Ghostbuster has too much ammo!
The talking about trap regain, I disagree with. This will support major camping if the GB could put down a few traps and when the traps die he'll just replace them.
Basicly NO.

Choke needs stronger regain because he is such a small threat.

Marine still have too many Grenades.

I know this is a strange request, but the cyborg, could you make it so he regains 6 ammo rather than 5? 5 is really slugish.

December 22, 2010, 01:45:48 AM
Reply #31

Offline Crystal King

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Re: Post your ideas regarding balance
« Reply #31 on: December 22, 2010, 01:45:48 AM »
If it takes a really long time for them to regen, like 10-12 seconds per trap, and it only regened up to certain number, like 3, and you could only have 3 traps on the field at a time, it wouldn't be so easy to camp. Fake the Ghostbuster into activating his traps, then chase after him. Since every ghoul can outrun the ghostbuster outside of creeper who can stun them anyways, I think it'd be fair, or at least worth experimenting with.
And as if the humans don't camp enough anyways. TLMS is one big human campfest nowadays. 4 humans (3 marines mind you) are reluctant to search out a single creeper and would rather be pilgrims. :roll:

December 22, 2010, 07:08:22 AM
Reply #32

Offline Eruanna

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Re: Post your ideas regarding balance
« Reply #32 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.

December 22, 2010, 11:52:42 AM
Reply #33

Offline CarThief

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Re: Post your ideas regarding balance
« Reply #33 on: December 22, 2010, 11:52:42 AM »
I'm not too sure the archnemesis relationship between Jitterskull and Hunter is as equal as that of Cyborg and Choke. While choke can run like hell from his most feared enemy (and try and get in some bloodballs as small chance counterattack), Jitterskull is not even safe at a distance! Choke can safely look at an Cyborg and run, with the Hunter you're dead the milisecond he sees you, if unlucky.

Thus the reason for the small damage reduction (Jitterskulls still get hit a little by plenty other things like riotguns or spammed projectiles while approaching humans, or even stray explosives!)
The other crazy idea is to give him 200 hp to make up for his lack of evasion, but thats probaly overkill when he's rather close to his enemies. Unless he gets increased damage from some close range weapons, perhaps.

Hmm... Just an idea i guess. I'm so far quite fine with the maps and the other classes. Though i didnt have too much of an oppertunity to play it yet. I wonder if the Soul Plasma has increased cost yet, could have sworn it looked like it didnt cost much at all.

December 22, 2010, 12:34:22 PM
Reply #34

Offline Blox

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Re: Post your ideas regarding balance
« Reply #34 on: December 22, 2010, 12:34:22 PM »
I'm all in for a sjas nerf. Because the gotcha-range is too big, of course it can be a lifesaver, but that just makes it an easy way out.

As for hearing it from someone that plays Sjas a lot, well here you go; an ex-sjasfag.

I've personally been thinking of Sjas as a 'catcher' class, though Choke is probably better suited for that.

I'd suggest beefing the speed up a bit, reducing the health to something like 75-80 and making the scream make two explosions.
One for the radius damage, the other for killing everything just around it. (And maybe a bit less damage than that.)

December 22, 2010, 05:55:30 PM
Reply #35

Offline CarThief

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Re: Post your ideas regarding balance
« Reply #35 on: December 22, 2010, 05:55:30 PM »
Hmm... Do keep in mind any changes to the direct damage output of Sjas's scream will serverely affect it. Once it starts to only 2-hit people instead of a 1-hit (though obviously they gotta earn that 1-hit-kill), it will be worthless. A second Choke, that flies. Thats it. (And ghouls cant dodge point blank attacks. :P)

A speed or slight radius decrease would be less drastic, or atleast would have less chance of being a too large nerf. Though i guess i've seen plenty human (abusers) hating all Sjas users that seemingly rather easily own them.
Dont count me in as some regular Sjas user though. Though i probaly could be as good with a few hours to a day of practise.

December 22, 2010, 08:24:15 PM
Reply #36

Offline Arctic

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Re: Post your ideas regarding balance
« Reply #36 on: December 22, 2010, 08:24:15 PM »
Snowgun killed my jitterskull in two secondary shots.

One shot brought me down to 49.

December 22, 2010, 11:46:46 PM
Reply #37

Offline Crystal King

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Re: Post your ideas regarding balance
« Reply #37 on: December 22, 2010, 11:46:46 PM »
On second thought, trap regain might not be such a good idea. Forget I mentioned it.

The snowball launchers alt fire needs to be WAAAAAAY slower. Forget the fact the Yurei's a joke with with fast of a projectile (Fight the Yurei's meteor storm with snowball gun's alt fire. Total joke.), it's also incredibly powerful. One alt fire pwns Creeper with some left to spare.

I think what Blox said would work, but I'm not sure the Sjas needs to be any more faster then he is. Currently, he's as fast as the hunter, who is the fastest human, which is fair because Sjas has more freedom of movement then the Hunter.

December 23, 2010, 02:52:20 AM
Reply #38

Offline CarThief

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Re: Post your ideas regarding balance
« Reply #38 on: December 23, 2010, 02:52:20 AM »
The snowgun is quite rediculous overall. No matter how i move, i cannot avoid being hit by the extremely fast blast, not to mention its easier to use then the lightning arrow, and does considerable damage, still!

Aside having cover, but it'll hurt getting hit by those in any situation. Meh, there's been worse but it definetly seems a wise idea to nerf the snowgun's altfire somehow in the next version (preferabaly speed wise in a significant way, if you ask me.)

Not sure about how hard it actually hits, but im more worried about the insane speed making it practically a free near-railgun, doing decent damage, i guess. Heck, while trying my UAC Base map (probaly GVH33), the lack of cover destroyed me in seconds when trying to even look at an Santa. Its worse then the lightning arrows! :P

December 23, 2010, 05:43:44 AM
Reply #39

Offline Eruanna

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Re: Post your ideas regarding balance
« Reply #39 on: December 23, 2010, 05:43:44 AM »
I'm not happy about nerfing the Sjas at all. But I'll do it. I'll reduce his attack range by 3/4ths. To be completely honest, though, I think this is a bad move.

Santa snow-gun alt-fire - since this is intended for temporary use only (gone after Christmas) I didn't initially pay as much attention to the balance of this class as I probably should have. I'll give the alt fire a little spread in addition to slowing it down - horizontal instead of vertical like the Engineer's. (Even though the Engi is basically a reskin of him I don't want both the classes exactly alike, except with numbers).

Choke - I'll give him a little bit extra health per chomp, but not much. I don't want to see this dude becoming a sudden God. With the way the choke's chomp is set up, it's actually possible to give him a different amount of health per chomp based on which class he attacks - i.e. if he hits a marine he can heal more damage, than for example, a cyborg. A good use for this would be to have the more riskier classes at close range more rewarding for him.

December 23, 2010, 05:51:17 AM
Reply #40

Offline TERRORsphere

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Re: Post your ideas regarding balance
« Reply #40 on: December 23, 2010, 05:51:17 AM »
Quote from: "Eruanna"
i.e. if he hits a marine he can heal more damage, than for example, a cyborg.
I know this is an example but I think this is unnessessary because Cyborgs are the most dangerous class for Chokes.

December 23, 2010, 05:56:33 AM
Reply #41

Offline Eruanna

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Re: Post your ideas regarding balance
« Reply #41 on: December 23, 2010, 05:56:33 AM »
I'm just saying it's possible. The inverse, obviously, is also possible. :)

December 23, 2010, 12:17:34 PM
Reply #42

Offline Blox

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Re: Post your ideas regarding balance
« Reply #42 on: December 23, 2010, 12:17:34 PM »
That's the exact thing I did in my experimental 'patch'.

Normal humans gave random(1,3) health, cyborgs gave random(0,2). Which pretty much made the cyborg the arch-nemesis of Choke. (Except that plasma wasn't TOO effective against him.)

Don't forget to give Sjas a medium-short range damage, in a separate explosion that is. Not too much, but so that he can damage the target a bit without getting too close.

A_Explode(20,156,1) Should do, or something. (random(10,30)?)

December 24, 2010, 01:38:30 AM
Reply #43

Offline CarThief

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Re: Post your ideas regarding balance
« Reply #43 on: December 24, 2010, 01:38:30 AM »
The more hp being rewarded depending on the tougher the foe is to Choke seems interesting. It would help if he gets a little more out of it. Wasnt the heal like 2 health per bite? Seems a good thing he'll get a little more out of it. He only gets a few succesfull bites off someone anyway before they either die or notice him and he has to run off.

I guess Sjas is currently the dominant attacker due to his easy to use and easy accesibility to each and every area. Not to mention he's great for ambushes when hiding in the ceiling or whatnot. I guess it should be interesting to see how it goes with a slight radius nerf. Keeping the one-hit-kill effect is critical though.

December 24, 2010, 10:04:58 AM
Reply #44

Offline CutmanMike

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Re: Post your ideas regarding balance
« Reply #44 on: December 24, 2010, 10:04:58 AM »
Quote from: "Crystal King"
(Fight the Yurei's meteor storm with snowball gun's alt fire. Total joke.)

Christmas spirit is her one weakness!