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Combat Balancing - Suggestions

Posted: June 13th, 2016, 9:28 am
by ThatOneFox
Hey,
Since modifying assets is now possible, we can now change the balance of weapons in the store. Since the store is no longer a paid thing, the weapons could do with balancing. This is something the devs plan to do in a future update to the game.

So, in your opinion, which weapon do you feel is overpowered/underpowered and why?

:bungee:

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 10:28 am
by Dawid8plc
Skull Launcher thingy :P

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 10:35 am
by ThatOneFox
Dawid8plc wrote:Skull Launcher thingy :P
What about it do you feel is overpowered?

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 10:37 am
by Dawid8plc
ThatOneFox wrote:
Dawid8plc wrote:Skull Launcher thingy :P
What about it do you feel is overpowered?
yes i fell liek i'm not ready for dis Imagine, Someone joins to an server, his new, and stuff.
Player:hello
Player2:welcome to hell *He takes skull launcher thingy* bai bai, well you can kill peeps too fast with dis
IF someone doesn't has this weapon, you're doomed :P

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 12:35 pm
by Rattle
General:

1. Make reloading handle in a similar fashion to TF2 (the reloading animation reloads your clip gradually rather than at the end of it, the reloading animation is interruptable by firing or unequipping your weapon.)

2. Add an auto-reload option to the player options; make auto-aim unchecked by default and disable-able by the map creator

3. Reduce the effect in which players get crazy boosts of speed when locked on to somebody and meleeing

4. Add options for the designer AND the server host to disable perks as well as certain types of weapons (e.g. if the host wants to have a melee-only round on a map that was designed involving ammo)

Bomb launchers:

1. Nerf the blast radius on the repetto/skull launcher (they have the same attributes) to that of the stock cannon

2. Nerf the repetto's walk speed + reload speed (not substantially)

3. Reduce the reload time on the stock cannon by 10%-20%

Laser weapons:

1. Buff the blast radius & damage of that one huge-ass black laser gun (i forget the name)


Firearm weapons:

1. Remove them entirely, they do not fit in with the game aesthetically nor are they fair competitively.

2. If you're not gonna do that then they ALL need nerfing. All of the machinated ones have ridiculously huge clips and all of the others do way too much damage.

3. Just remove them instead.

4. Please?


#MakeMultiplayerGreatAgain

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 1:45 pm
by Voxel
Rattle wrote:General:

Firearm weapons:

1. Remove them entirely, they do not fit in with the game aesthetically nor are they fair competitively.

2. If you're not gonna do that then they ALL need nerfing. All of the machinated ones have ridiculously huge clips and all of the others do way too much damage.

3. Just remove them instead.

4. Please?


#MakeMultiplayerGreatAgain
Well to be fair firearms is purely based on the map designer. It's the fact they add universal ammo instead of just bombs and lasers. But I agree, I hate firearms, they're all overpowered and unlike every other weapon in the game you can't dodge the bullets and I would rather see the weapons removed, but that might be asking too much.

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 5:09 pm
by Doctor Pie
Rattle wrote:1. Remove them entirely, they do not fit in with the game aesthetically nor are they fair competitively.

2. If you're not gonna do that then they ALL need nerfing. All of the machinated ones have ridiculously huge clips and all of the others do way too much damage.
Voxel wrote: Well to be fair firearms is purely based on the map designer. It's the fact they add universal ammo instead of just bombs and lasers. But I agree, I hate firearms, they're all overpowered and unlike every other weapon in the game you can't dodge the bullets and I would rather see the weapons removed, but that might be asking too much.
Hey, you guys know that nacho said a couple days ago that he doesn't want to remove anything?
Here's some evidence
Image

So, Number 2 is our best bet, or Number 3: Nuke them. Make them almost useless, then buff them up until we find a middle ground.
Also, with the "Do not fit in the game aesthetically" we can modify textures. Make them have simple colors, and maybe a bit more than black and brown, and tada.

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 5:46 pm
by bionicnacho
I mean, saying I don't want to remove anything doesn't necessarily mean that it's the best option. I would just much rather solve things by making tweaks or modifying values (like damage, speed, reload time, clip size, etc) than outright removing something from the game.

My stance on the firearms matter is that we first try the rebalance, nerfing them and if that doesn't really work then we can look into other options.

Thanks for the feedback guys, keep it comin.

Re: Combat Balancing - Suggestions

Posted: June 13th, 2016, 9:11 pm
by ElectroYoshi
Is nobody gonna talk about the melee weapons? I don't know how many people have experience with it, but the ban hammer was nuts. It could send people flying with one hit and nothing more, which was so stupid. It's not as big of a deal now that it isn't mod-exclusive, but the inbalance is still there.

Re: Combat Balancing - Suggestions

Posted: June 23rd, 2016, 3:26 pm
by Doctor Pie
^ agree

nerf the 2-handed or buff the 1-handed (or both)

Re: Combat Balancing - Suggestions

Posted: July 22nd, 2016, 2:44 pm
by CTB
This isn't balancing or anything, but may I flag it up? It's just that I think the 9-Iron attack animation should have broad swings instead of... er... small swings and swirdling it about. (Yes, swirdling.)
EDIT: my reasoning? IT'S A GOLF CLUB. I feel it should be swung about, maybe at a diagonal angle. But maybe that's just me. Yeah, probably me.