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 Post subject: 0.551 Balance Thread
PostPosted: Mon 07 Dec 2009, 08:50 
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Alright, time for a new balance thread because 0.550 is outdated.

Some minor things that can be tweaked in 0.600 (not balance-related):
1) Could shift the "unlock skills" tab somewhere else. I find that I cannot see whatever spells I can select using F1-F5 keys just because I have skill points that I haven't spent yet.

2) For some reason, if your money goes below 2k at a certain value, when killed, you don't get back cash by %, but your cash will reset to 2k instead.

3)
Quote:
Ben, I find that I always forget that I have gained one synergy point when I have invested 10 points into one skill tree. Could you make the gain in synergy point appear more obvious, like a message or something at the HUD or perhaps a certain spot in the skills menu that blinks to tell you that "You have <X> synergy point(s) for <skill tree>"?

If I could miss that, so will any new player who is not familiar with synergy.

4) MAJOR BUG!
Plasma Ball + Critical Shot

Causes Plasma Ball to become critical all the time, therefore dealing double its usual damage. Highly overpowered.

note: I didn't find that bug. Kwiftee found it first.
note 2: will be fixed for next version.

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Last edited by STM1993 on Fri 11 Dec 2009, 05:04, edited 4 times in total.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 03:20 
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Balance:
1) Self-Repair is still overpowered.

Recharge: 10 seconds
Mana: 15
Base: 0 HP + 70% CC
Change: +6 HP

Level 1: 6 HP + 70% CC
Level 5: 30 HP+ 70% CC
Level 10: 60 HP + 70% CC
Level 15: 90 HP + 70% CC

Example 1: (Level 15 SR with Level 15 CC level 100)
Total Heal: 90 + 150x70% = 195 (out of 350)

Example 2: (Level 15 SR with Level 10 CC level 100)
Total Heal = 90 + 100x70% = 160 (out of 300)

Example 3: (Level 10 SR with Level 10 CC level 100)
Total Heal = 60 + 100x70% = 130 (out of 300)

Example 4: (Level 10 SR with Level 15 CC level 100)
Total Heal = 60 + 150x70% = 165 (out of 350)


2) Rifles are still overpowered. Lower their damage, because of their range and accuracy.

3) EDITTED
Take back my word on MP5, now we'll talk about MGs. They are the ones that are a bit too powerful.

4) Seek Rifle should have poorer seeking ability, less ammo, less damage. The fact that it can guarantee almost 100% hit makes it so powerful already, not to mention its great range.

5) Clip Magnet should be re-worked due to point 4 and other potential problems that lead to a possible infinite ammo. Physicals should be able to stock up more ammo, but not make their weapons last forever. That, or should be scrapped and replaced with another system.

6) Users who possess superweapons should not have any credit flow and may not do missions and kills will grant only 1/3 of the usual reward, while victims will only lose 1/3 of the usual amount of cash they would lose upon death should they be killed by users who possess superweapons. Otherwise, users who dominate the entire server with their superweapon will have insane amounts of cash and therefore be able to refill their superweapon, causing superweapons to last longer than expected while victims, on the other hand, may not be able to fight back, even when considering the use of Bazookas and Shock Revolvers, and perhaps vehicles as well.

7) Rifle Range could be made simpler. Countersnipe could give less reward.

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Last edited by STM1993 on Thu 10 Dec 2009, 20:18, edited 1 time in total.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 07:26 
Mercenary
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lvl 10 - 60 hp for 15 mana???
useless

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 07:26 
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Just saying that you won't lose credits upon death unless your credits are over 10000.

Also, maybe make the healing system go something like...

(26-level)*(level/3+2/3)

So level 1 would be 25
Level 2 would be 32
Level 3 would be 38.33
Level 10 would be 64

Well, level 15 would go to only 62.33, so that would screw up there, because it's the same at level 9. But just modify that a bit.


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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 08:45 
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guys if u all agreed that 10 lvl health shouldnt regen at least 100 hp - may be loser mp to 10? this is most usable spell (on class that dont have mana buffs)

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 13:09 
Mutant
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Fen1kz wrote:
useless

I strongly disagree with that.

Fen1kz wrote:
guys if u all agreed that 10 lvl health shouldnt regen at least 100 hp - may be loser mp to 10? this is most usable spell (on class that dont have mana buffs)

Exactly. It's the most usable spell.

While it is true that Physical players have problems casting multiple spells, if they focus on only Self-Repair, it is pure overpowered, especially on the games we have now. Heck, never before did I actually dominate servers by just putting 10 points into that skill. Besides, I am healing about 60 HP in one go with the current system. Add in Corpse Construction and I am unkillable and I will dominate the server, unless there is another person using the same build as I am.

I am all for lowering mana cost, but the healing should stay around as it is.

Hell, the biggest problem with Self-Repair is that it is so good when you aren't even at level 25, but decent/good when you're level 70 or so.

Anyway, I've changed my values. Read here:
Recharge: 10 seconds
Mana: 10
Base: 5% Default + 50% CC -10
Change: +5% Default

Level 1: 10% Default + 50% CC -10
Level 5: 15% Default + 50% CC -10
Level 10: 55% Default + 50% CC -10
Level 15: 80% Default + 50% CC -10

Example 1: (Level 15 SR with Level 15 CC level 100)
Total Heal: 200x80% + 150x50% -10 = 225 (out of 350)

Example 2: (Level 15 SR with Level 10 CC level 100)
Total Heal = 200x80% + 100x50% -10 = 200 (out of 300)

Example 3: (Level 10 SR with Level 10 CC level 100)
Total Heal = 200x55% + 100x50% -10 = 160 (out of 300)

Example 4: (Level 10 SR with Level 15 CC level 100)
Total Heal = 200x55% + 150x50% -10 = 175 (out of 350)

Example 5: (Level 10 SR with Level 5 CC level 15)
Total Heal = 115x55% + 50x50% -10 = 78.25 (out of 165)

Example 6: (Level 10 SR, no CC level 10)
Total Heal = 110x55% -10 = 50.5 (out of 110)

Example 7: (Level 15 SR, no CC level 50)
Total Heal = 150x55% -10 = 72.5 (out of 150)

Snipufin wrote:
Also, maybe make the healing system go something like...

(26-level)*(level/3+2/3)

So level 1 would be 25
Level 2 would be 32
Level 3 would be 38.33
Level 10 would be 64

Well, level 15 would go to only 62.33, so that would screw up there, because it's the same at level 9. But just modify that a bit.

Problem is, it is doesn't really take into account how much your default HP is. That'd mean it'd just be too powerful at low levels.


Anyway, just something humorous to point out in SubVein's character sprites:

Image
When you are pointing your deagle at your enemy, you are giving them the finger as well. It's been there since Version 0.500 =P

Take a look at the tileTextures.png file and you'd notice it as well, for both gangster and player sprites.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 19:24 
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EXTREMELY IMPORTANT BUG!
Plasma Ball + Critical Shot.

Critical Shot will work 100% with Plasma Ball. This causes Plasma Ball to deal x2 its usual damage, making it essentially one-hit kill. Highly overpowered.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 22:21 
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STM's heal
Level 1: 10% Default + 50% CC -10
Level 5: 15% Default + 50% CC -10
Level 10: 55% Default + 50% CC -10
Level 15: 80% Default + 50% CC -10

its :emocry:
on first level you havent heal 10% of 100 +50% of 0 -10 = 0 :D
your heal depends on next level 5 spell more than your heal
and ofc without CC sooo low heal
five level 15hp ???????? T_T
so i totally disagreed

i dont think that self heal overpowered at current build.
especially in lvl 25
if you put 10 point in self heal and 10 in CC (220 hp?) (20 lvl in normal game)
i could easy pwn you with 4-5 lvl regen +7dash+8crits (3 pasiives)

u may use build - w-handle, frenzy and self heal without cc
then we are similar - your build is better, but you have to use more skill (to activate frenzy and heal)
when im using mental passive build

why i basically think that frenzy/heal not for physical?
theres 2 "parameters" - your damage ability and your survive ability
now lets see 25 lvls class:
physical - if you skill sh and cc - you cant dominate the server cuz your lack of damage
(ok STM, you may dominate server only cuz your gaming skill is high ;))) )
btw nice build with frenzy+self heal - its very powerful, but u have 2 active skills so cant dominate everything
if u lower SH this build will sux hard (i see your msg with 10 lvl SH - 50 hp X_X
why not force fields? cuz this same as heal (not at all) but heal more usable ofc
its lyrics - now real SUGGESTIONS:
- lower SH cd and manacost to 10
- lower values of self heal by -5% (sry cant see now values so i edit it later)
- lower frenzy CD to 10
- improve manacost of frenzy to 10 (or 15)
(im not think about radiate - need rework at all and force fields - need buffs hard X_X)

now mental
3-passive build (low regen, max dash + crits) - this is pownage - you kill all ppl on server, run to corner, regen hp and stamina - then go kill them again. yea yea its countered but its good build i think - most problem that this power will go lower on high levels - crits havent improve ability, regen also havent it (and dash too X_X)
so u need to do a combo - black hole+darkness (about +15 leves O_O) or (bladefury+silver shield) useless shield
but mental is quite balanced - have fast 3-passive and venom build
and also can be usable on late lvls with one of 2 subtrees (OK with current silver shield its only hole+darkness :D)
but total pwnage of 3 passives balanced by your skill - if it low u wont kill a random skiller noob)
SUGGESTIONS:
-improve silver shield (20-30 hp per bullet -_-/or chance % based on skill and blades cuont) <= very need
-make invisible fade again after shots if duration remains (so i cast invis 12s and shoot on 4 sec - i'll fade again on 5 sec and remain invis up to 12s) (i think)
(also i think thunder jump needs reowk but its about balancing, not reworking)

cyber
nerfed vampirism still avesomiest heal (but takes lvls) and energise is cool too
so it needs more spells to energise tree
i dont say much about cyber cuz played too low this character on 0.5 and 0.51

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Thu 10 Dec 2009, 23:06 
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Fen1kz wrote:
STM's heal
Level 1: 10% Default + 50% CC -10
Level 5: 15% Default + 50% CC -10
Level 10: 55% Default + 50% CC -10
Level 15: 80% Default + 50% CC -10

its :emocry:
on first level you havent heal 10% of 100 +50% of 0 -10 = 0 :D
your heal depends on next level 5 spell more than your heal
and ofc without CC sooo low heal
five level 15hp ???????? T_T
so i totally disagreed

i dont think that self heal overpowered at current build.
especially in lvl 25
if you put 10 point in self heal and 10 in CC (220 hp?) (20 lvl in normal game)
i could easy pwn you with 4-5 lvl regen +7dash+8crits (3 pasiives)

u may use build - w-handle, frenzy and self heal without cc
then we are similar - your build is better, but you have to use more skill (to activate frenzy and heal)
when im using mental passive build

Look at Stolen Seekers. Do you really think it's actually usable until you have about 15 levels into that skill? I'm doing the same thing, except it's actually usable when you're level 10. Although yes, I admit I'm doing it in a very extreme manner so the values I have there are stupid.

I'll think about it again after dinner *sigh*.

Fen1kz wrote:
why i basically think that frenzy/heal not for physical?
theres 2 "parameters" - your damage ability and your survive ability
now lets see 25 lvls class:
physical - if you skill sh and cc - you cant dominate the server cuz your lack of damage
(ok STM, you may dominate server only cuz your gaming skill is high ;))) )
btw nice build with frenzy+self heal - its very powerful, but u have 2 active skills so cant dominate everything

*cough* Swiss pwnt everyone with that -> Frenzy + Self-Repair + CC

Fen1kz wrote:
if u lower SH this build will sux hard (i see your msg with 10 lvl SH - 50 hp X_X
why not force fields? cuz this same as heal (not at all) but heal more usable ofc
its lyrics - now real SUGGESTIONS:
- lower SH cd and manacost to 10
- lower values of self heal by -5% (sry cant see now values so i edit it later)
- lower frenzy CD to 10
- improve manacost of frenzy to 10 (or 15)
(im not think about radiate - need rework at all and force fields - need buffs hard X_X)

Current self-repair values are (Level 1)15%, +5% per level, just for extra info. Anyway, if you intend to lower the healing amount, I'll bargain to keep it at 65%-70%, while supporting a lower mana cost.

Frenzy's mana cost is 5. It's already improved.

Fen1kz wrote:
-make invisible fade again after shots if duration remains (so i cast invis 12s and shoot on 4 sec - i'll fade again on 5 sec and remain invis up to 12s) (i think)

Disagree. You should break your invisibility as soon as you go offensive.

Not to mention: how are you going to stop using invisibility when you need to get out of invisbility because you want to chase your enemy with Dash?

Fen1kz wrote:
cyber
nerfed vampirism still avesomiest heal (but takes lvls) and energise is cool too
so it needs more spells to energise tree
i dont say much about cyber cuz played too low this character on 0.5 and 0.51

Cyber is fine for now, though it will be getting more spells in the Energize tree.

Only problem with Cyber is that Critical Shot + Plasma Ball bug.



I'll go get dinner, and then I'll really sit down and think hard. *sigh* so hard to balance >_>

QUICK EDIT:
Snipers should have an inverse DistanceFadeOff value. Meaning the further, the more damage - but the closer, the less damage.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Fri 11 Dec 2009, 03:46 
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Good find with the plasma + critical bug STM.. It'll be fixed for next version.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Fri 11 Dec 2009, 04:09 
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^ I didn't find it, Kwiftee did. Credits goes to him, but hooray that it'd be fixed!

I'm gonna come up with a little list to compare each skill to their counterparts in this post, but if someone decides to post first, then I'll post it instead of editting this post.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Fri 11 Dec 2009, 04:57 
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Just curious: I wanna know what caused the Critical Shot + Plasma Ball bug?


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 Post subject: Re: 0.551 Balance Thread
PostPosted: Fri 11 Dec 2009, 09:00 
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Classified the skills here nicely so I can talk about them while comparing to their counterparts.

Healing
Self-Repair (I'll call it SH for Self-Heal)
Description - The Physical's SH is a highly versatile healing ability. It is able to instantly heal a large amount of health whenever needed, whether in combat or out of combat. Unfortunately, SH has a long delay between each use and players must be very quick to use SH before being killed.

Comments - For now, -5% to the current values. I don't know how to balance this one heck of a crazy skill.

Regeneration
Description - Mental's healing takes place all the time, with every second granting a bit of health. This is perfect for Mentals who need to run and hide very often. However, regeneration is a very slow process, so it is very ineffective in heated combat.

Comments - I think it's perfect the way it is.

Vampirism
Description - Cyber's healing is based on a % of the damage dealt to an opponent. It is potentially the most powerful healing ability in the battlefield. However, it has a severe drawback. The more enemies a Cyber can face, the more he can heal, but the more likely he will also get killed instead. The other problem is that a Cyber cannot heal on his own when not fighting - he needs a teammate.

Comments - It's strong, it's good, I like it. Vehicles are coming around, but I don't think Cybers can actually gain HP from damaging vehicles, or can they?



Sustaining
Corpse Construction
Description - CC sustains a Physical by adding to his HP after each kill, making him harder to kill. It also boosts the healing effects of Self-Repair. It's only disadvantage is that it requires a Physical to achieve a few kills before receiving its full benefits.

Comments - It is okay as it is at the moment. Though I have to say vehicles running over a character will completely nullify this...

Dash
Description - Dash sustains a Mental by allowing him to run away where necessary, as well as being able to chase after enemies when necessary and cover a longer distance within the same period of time and same stamina.

Comments - It's fine as it is.

Mana Drain
Description - Mana Drain sustains a Cyber by allowing him to regain his mana with each time he hits. This means he can continuously cast multiple spells, dealing great damage while healing/sustaining himself.

Comments - It's fine as it is. Vehicles are coming around, but I don't think Cybers can actually gain MP from damaging vehicles, or can they?



Defensive
Force Fields
Description - FF can aid a Physical defensively by creating 4 diagonal shields around himself. These shields can absorb all bullet damage, reducing the amount of damage that can be done to a Physical, therefore making him a bit tricky to kill.

Comments - FF is helpful, but it needs to be more easily available considering how easily FF can be destroyed and how FF's chinks can be quite easily exploited, not to mention FF doesn't save you from spells. 30 seconds to recharge and a mana cost of 20 mana is ridiculous. I suggest changing its recharge to 20 seconds, mana cost to 14. Other than that, it works great.

Silver Shield
Description - Silver Shield aids a Mental slightly. Not a very effective defensive ability as it merely absorbs a portion of damage from bullets, but nevertheless helps him stay alive slightly longer.

Comments - Inconclusive.

Bullet Time
Description - Bullet Time is the Cyber's defensive ability. It slows down all bullets nearby a Cyber, allowing him to delay his potential demise. While extremely effective for defense and defensive fighting, as a trade-off, his own offensive ability is compromised because his own bullets travel slowly as well. Therefore, a player can easily react when a Cyber attempts to attack offensively while in BT.

Comments - The current Bullet Time is pretty much fine I guess. I have to say this from experience though: trying to fire a whole load of bullets into your Bullet Time and then stepping back to watch it all fly forward is a very poor tactic. By the time you step back, your enemy has already found cover or has moved away from the bullets' general direction.



Defensive Attack
Bouncing Bullets
Description - BB is an add-on to the Physical's FF. This causes any bullet that hits a Physical's FF to bounce off, moving slowly while seeking after an enemy.

Comments - Bouncing bullets barely helps. I believe it should have a greater bullet speed (level 1 at 13%, increase 3% per level). Steer Speed can generally remain as they are or be about 5 degrees more per level.

Blade Fury
Description - The Mental's Blade Fury is a close-ranged skill. It acts both defensively and offensively by hurting any enemy who stands too close to a Mental. It is very weak on its own, but can be devastating when used together with certain skills that work as excellent combos.

Comments - Lower mana cost from 20 to 15. Recharge time can remain the same though, or change from 30 seconds to 25 seconds.

Stolen Seekers
Description - The Cyber's Stolen Seekers is an extremely powerful counter-attack. When a certain number of enemy bullets are within a Cyber's Bullet Time, it converts all enemy bullets into homing projectiles belonging to that Cyber's, which then turn around and fly back at his foes. Although extremely powerful, the required number of bullets to perform this feat is very high.

Comments - Requirements are still too high sadly - I've never seen it work even at level 6. I'd like to balance things towards the current game modes seeing as War mode will only come out much later. Make it start at 47 (level 1), still -3 bullets per level.



Anti-Movement
Stagnation
Description - Stagnation is an add-on to the Physical's Radiate. It causes the Radiate field to not only deal damage, but severely slow down anyone who steps inside the field.

Comments - Looks okay, but does it work against vehicles?

Thunderjump
Description - The Mental's Thunderjump allows a Mental to stun enemies around him when he jumps off a height, excellent for hunting escaping foes and starting ambushes. The higher he jumps, the greater its AOE. However, its use is severely limited to terrain conditions.

Comments - I believe it should work against vehicles, maybe make them unable to move in addition to slight damage.

E-Bomb
Description - The Cyber's E-Bomb is a ranged stunning ability, unlike its counterparts which are close-ranged, and it has the longest stun duration. Coupled with Disable, it will leave enemies caught in the E-Bomb unable to fight back. However, it has a long recharge time, so it may only be cast occasionally.

Comments - Seeing as vehicles are coming around, I am suggesting that it remains as it is, and make it an effective vehicle-disabling ability - make them unable to move.



Disabling
Clip Magnet
Description - The Physical's Clip Magnet doubles as a disabling and a sustaining ability (more of disabling). It allows the Physical to steal his opponents' ammo, therefore making his opponents run out of ammo quickly (effectively disabling their weapons) while he still has a lot of ammo.

Comments - Clip Magnet is broken. The purpose of Clip Magnet is to disable your enemies by draining their ammo, while sustaining yourself with the stolen ammo. However, the sustaining part is unbalanced. Sure, it works well with machine guns, but it is overpowered with ammo-efficient guns like the Railgun and Seek Rifle (notably the latter due to its seeking ability), which makes them effectively last forever.

Darkness
Description - An add-on to the Mental's Blackhole, Darkness will cause enemy players to be unable to see at all while caught in the Blackhole, the effects of which will continue to linger for a while after getting out of one. This leaves enemy players, if not killed already, momentarily confused.

Comments - Haven't seen anyone use Darkness yet, so can't say much about it. Wit vehicles, it may need to be stronger though.

Disable
Description - Disable works as the add-on to the Cyber's E-Bomb. Disable causes the enemies caught in an E-Bomb to be unable to fire their weapons as quickly as before, effectively reducing their offensive capability, therefore making them more vulnerable to attack. The effects of Disable lingers for a while even after stun duration is over.

Comments - Haven't seen anyone use it either because I haven't seen enough E-Bomb users lately. However, since vehicles are coming around, I'm suggesting to leave it as it is.



Area Denial
Radiate
Description - The Physical's Radiate leaves a large field that hurts anyone who attempts to walk across it, which will deter enemies who are unable to move across it quickly, as well as those who are too weak to be able to make it past. Weak on its own, but coupled with Stagnation, it will deal a lot of damage.

Comments - I suggest to mix the old and new radiate together. As for vehicles, I'm not sure, it's your call. Here's the post talking about it (scroll down to somewhere in the middle): viewtopic.php?f=4&t=366&p=3243&#p3243

Blackhole
Description - The Mental's Blackhole serves as a moving area-denying skill. It causes enemies to actively attempt to retreat for fear of being sucked in and potentially receiving a lot of damage or even killed. Its disadvantage is that the Blackhole may be prematurely stopped by simply killing the Mental before he comes too close.

Comments - I don't think blackholes should suck in vehicles, though it'd be extremely humorous to see that happening. If blackholes should affect vehicles, then they should not suck them in, but merely slow them down.

Vaporize
Description - The Cyber's Vaporize is a highly-damaging area-denying ability, so damaging that few can walk across it without getting killed, and it lasts for a rather long time. It's disadvantage is that, it requires an enemy to be killed by a Plasma Ball - it may be difficult to kill an enemy with Plasma Ball at a desired chokepoint. A vaporize may chain another vaporize.

Comments - Vaporize should deal more damage to vehicles (since they can just zoom past a vaporize) and vaporize can occur when a vehicle is destroyed by a Plasma Ball.



Weapon Boosting
Weapon Handling
Description - Since the Physical relies heavily on his gun, he will need to be able to use it more effectively than any of the other classes. Weapon Handling greatly reduces the recoil and reload time of the gun, and also reduces the amount of pushback you receive when firing your gun (though the force that is acting on your enemy when your bullet hits him will still be the same). However, it only takes effect when the Physical is under the effects of Frenzy. Best used with Machine Guns.

Comments - Seems fine.

Critical Shot
Description - The Mental's Critical Shot is a chance-based, weapon-damage-increasing skill. By probability, the individual bullets of a gun may deal a lot more damage than usual. Best used with Shotguns and SMGs.

Comments - For a skill that is available from the very first level, it is very powerful, but relatively okay. Maybe a slight nerf in terms of damage, like 180% instead of 200% critical damage.

Energize
Description - Energize is given to Cybers. Using mana, a Cyber may enhance his gun with special properties. At the moment, it simply increases its damage. Unlike Critical Shot, it is consistent throughout. However, since the enchantment is not linked to the character but linked to the weapon, anyone who picks up an Energized weapon will be granted full-access to the gun's enchantments. Therefore, while it is excellent for boosting your teammate's weapons, it can also backfire to boost your enemies' weapons as well.

Comments - No comments, though I know the Energize skill is to be expanded. If the next version (0.6) does not feature any new skills for the Energize branch yet, please set its mana cost back to 10 temporarily.



Projectile
Frenzy
Description - Unlike its counterparts, the Physical's "projectile" is purely bullets. Frenzy boosts a Physical's firing rate which can be increased whenever he successfully hits someone and its effects will last as long as he is able to continue hitting someone. An increase in firing rate would also mean more firepower.

Comments - I'm seeing vehicles as excellent targets for Frenzy.

Venom Shot
Description - The Mental's projectile is a slow-killing skill, draining the health of its victims slowly overtime. It can be stacked so that the Venom becomes stronger and lasts longer.

Comments - It will need to be slightly stronger when there are vehicles, seeing as Venom Shot cannot damage vehicles.

Plasma Ball
Description - The Cyber's projectile moves rather slowly, but deals a lot of damage in one shot. It is weak on its own without Splash Damage since it has a very small initial AOE, making it hard to hit. It also costs quite a lot of mana, though its recharge time is very short, so it is possible to continuously nuke your opponents if you can get a steady supply of mana.

Comments - I'm suggesting a big change to Plasma Ball. I noticed a common trend in Plasma Ball - everyone loves to get very close before firing a Plasma Ball in. Its damage is also ridiculously high. This will be a problem. Firstly, Mentals coming close to use blackhole - even when sucked into a Blackhole, a Cyber can just easily cast Plasma Ball on the floor next to him and chances are, the Mental will be dead or severely injured while the Cyber gains health and survives longer, allowing him to put in a few more bullets to finish off the Mental. Secondly, I see the big problem of having multiple plasma ball users in a team. 1 plasma ball is scary enough, but 2 will almost definitely kill anyone and if not dead, severely injured. 3 is pretty much able to kill anyone unless the person is a Physical will crazy amounts of Corpse Construction and a decent level of Self-Repair.

Plasma Ball should have an inverse DistanceFadeOff - the further it flies, the more damage it deals, but the closer it detonates, the less damage it deals (every 1m a Plasma Ball travels, it gains 0.5 damage. 1 screen width is about 35m and diagonal is about 55m. A sniper width is about 55m and diagonal is about 75m). This also encourages using a sniper while being a Cyber. Mana cost lowered to 10, recharge time lowered to 2. Damage (not counting distance bonus) will be 15 less than the current values to make up for faster recharge time and the distance bonus feature. Against vehicles, it will deal x1.5 damage.



AOE Damage
Rupture
Description - The Physical's Rupture takes effect upon killing an opponent. It causes multiple shrapnel to form and spread out, moving towards and hitting anyone nearby. It is able to chain should another person be killed by the shrapnel.

Comments - I'm suggesting to revert Rupture back to Bullet Rupture and making sure it works only for guns, separate it from the Radiate skill tree. (Heck, use kamikaze's sound file when the victim explodes, it fits very well!) On death, 5 shrapnel will be released, each dealing 12 damage. All 5 shrapnel will fly towards the nearest one opponent. After hitting that one opponent, it will bounce off to hit the next nearest opponent, creating a chain-lightning effect. Leveling up this skill will increase the number of jumps (starting from no jumps, +1 jump per level) and damage per shrapnel (+2 to each shrapnel per level). If the destroyed opponent is a vehicle rather than a character, the shrapnel will be pieces of metal instead of flesh, which deal x1.5 more damage.

Infection
Description - Infection will allow for the Mental's Venom Shot to affect more than one opponent. It can also be said to area-denial and disabling at the same time - area-denial because walking while being infected leaves a trail, which will affect teammates who attempt to walk on the trail, disabling because infected players, in an attempt to stop the spread, will stay stationary (making them easy targets) or split up (no more support and easier for Mentals to hunt down one by one).

Comments - It will need to be slightly stronger when there are vehicles, seeing as Infection doesn't affect vehicles.

Splash Damage
Description - Splash Damage will raise the Cyber's Plasma Ball's AOE, making it easier to hit targets, as well as enabling it to be able to deal massive damage to multiple enemies at once.

Comments - It is pretty much perfect.



Unique Ability
Static Shield
Description - Should a Physical stand still and not do anything else, a timer starts. When the timer expires, the Physical becomes completely invulnerable and acts as a wall. However, it breaks as soon as the Physical performs an action. Due to its need for a timer, it is ineffective in combat, and is therefore only usable prior to combat (preparation).

Comments - Not very usable at the moment... make it start at 8.5 seconds, lose 0.4s per level. Also, could you make it NOT de-activate/restart the timer when standing still while casting Self-Repair?

Invisibility
Description - Invisibility is special to Mentals. It allows them to move to a location without being seen, which is excellent to prepare for an ambush. On its own, it is not effective as players will move very slowly and cannot sprint, but Dash will increase invisibility movement speed, gradually to the extent of being able to move slightly faster than simply walking. However, invisibility has its own flaws. An injured player (bleeding) will leave trails of his own blood, so escaping using invisibility while being low on health does not work. Upon receiving damage while invisible, he will briefly appear, revealing himself, so stray bullets and attempting to escape with invisibility in a firefight usually does not work.

Comments - Seems fine, though mana cost could be lowered to 10.

SlowMo Speedup (SMSU)
Description - SMSU is a special ability for the Cyber's Bullet Time. BT normally compromises a Cyber's offensive capability by slowing all bullets down, but with SMSU, he would be able to regain that lost offensive capability by speeding up his own as well as his allies' bullets that are travelling within his own BT. As an extra benefit, bullets belonging to a Cyber with SMSU can pass through an enemy's Bullet Time at the speed of the Cyber's own SMSU, rather than be fully affected by the slowing-effects of the enemy's BT.

Comments - Seems fine.



Now for the Guns.
With vehicles, we're gonna have some problems, and I want to make the autos very clear-cut.

1) SMGs
Hard to say. Leave them as they are for now.

2) Rifles
Reduce damage by 1.
Change their vehicle multiplier from 0.75 -> 0.5

3) MGs
It's very strong this version, but with vehicles and being strong at the same time, it'd be overpowered. I want to greatly weaken them when used against players, but very strong against vehicles.
A) SAW damage 25->20. VehicleMultiplier 0.75->1.3
B) M60 damage 40->35. VehicleMultiplier 1.00->1.4

4) Snipers
Use an inverse DistanceFadeOff. Meaning the further you shoot, the more damage it does.

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The Technique of Blast Jumping
Inactive due to exams.


Last edited by STM1993 on Mon 14 Dec 2009, 18:55, edited 1 time in total.

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Fri 11 Dec 2009, 10:39 
Mercenary
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Joined: Sun 12 Jul 2009, 04:57
Posts: 104
Location: Saint-Petersburg, Russiah
Gender: Male
i agreed with STM but also i add my:
Force Fields i think it needs to be more larger at high levels (or increase count)
silver shield useless at current build due its low values and low defence as i said
stolen seekers - on lvl 15 should work at 10-20, on lvl 1 - at 40-50 -so start is 50- 2 per next level
also how to reduce their seeking angle to 30 or 50 and make it improve to 80% at lvl 10 and 90%or 95% at lvl 15?
all radiate tree needs rework
E-bomb best disable in all versions

with all i dont want make big post here
only rifles
- pretty hard to git someone in close range with rifle
but if u hitted - its your win and your skill

so i disagree with sniper rifle changes


also i think we should completely rework superweapons, but okok no big post its fine ;)

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 Post subject: Re: 0.551 Balance Thread
PostPosted: Fri 11 Dec 2009, 11:09 
Mutant
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Joined: Sun 05 Jul 2009, 19:08
Posts: 433
Location: Singapore
Gender: Male
Fen1kz wrote:
- pretty hard to git someone in close range with rifle
but if u hitted - its your win and your skill
so i disagree with sniper rifle changes

The damage will still be rather high at close range for the sniper rifle, but should not be as high as it is now.

The reason why I am suggesting an inverse fadeoff for sniper rifles is because I find it extremely odd that a player being able to keep a distance and shoot far away is not rewarded but instead given a penalty. It is definitely easier to hit someone near you than far away, especially if they are moving at high speed, so a sniper being able to hit someone far away is truly skilled.

Heck, the problem is, you deal a good 90 damage at close range for an easy shot, but 75 at long range where you're going to have big trouble trying to hit someone? That's not fair at all, and it doesn't encourage snipers to keep a distance, but rather charge in and shoot.

Plus, I find that snipers will NEVER switch to their pistols when someone goes close to them, but instead just try their luck by running and spamming shots. Where is the skill in that?

I'm thinking of having about 60 damage at close range, and 100 at the end of your sight (to make up for the fact that you don't really shoot that far most of the time).



Superweapons
While in possession of a superweapon:
1) No cash flow.
2) Rewards for kills will be lower than usual.
3) Victims killed lose much less cash than usual.
4) May not do missions.

This is to prevent getting back too much cash for superweapons. If players get back too much cash, the player will keep continuing to buy ammo and therefore the superweapon doesn't become rare, and causes the top player to continue dominating but yet is not affected by the rubber band effect. It also forces players to be unable to fight back.

Also, no player can ever purchase a superweapon or even afford its ammo unless he is the dominant player.

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Inactive due to exams.


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 Post subject: Re: 0.551 Balance Thread
PostPosted: Tue 23 Mar 2010, 05:55 
Mortal
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Joined: Tue 23 Mar 2010, 05:51
Posts: 1
How I get vehicles...???
In the Lan-Game are no vehicles?!?!


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 Post subject: Re: 0.551 Balance Thread
PostPosted: Tue 23 Mar 2010, 06:09 
Mercenary

Joined: Sun 31 Jan 2010, 20:20
Posts: 118
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answer
Drive over 20 crazy vehicles (coming soon!) in 0.6


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