eezstreet Posted December 28, 2017 Posted December 28, 2017 This thread will be used for discussing game balance, before/after the scrimmage.Futuza and I did some testing together, here are some issues that we came up with: Bactas only stack to 1 of each. They should stack to 10.Grenades and bactas are too expensive.Side-to-side max speed should increase, but the friction should increase so it's not as easy to dodge and cover is more important.DE-10 is too cheapNot enough special ammo types. The ones that exist are maybe too expensive.Jetpack movement is weird. The burst jetpacks tend to align on the axes, making bursting in diagonal directions feel weird.Crouch movement is weirdStun grenades are too strong, they should stun for 2-3 seconds and not 4Default bounty amount should be raised to 125 instead of 75Armor slows you down too much and doesn't protect enough for how much it slows you downPlayer should maybe start with all of their magazines reloaded instead of where they were when they died Smoo likes this
Futuza Posted December 28, 2017 Posted December 28, 2017 Stun grenades are too strong, they should stun for 2-3 seconds and not 4Default bounty amount should be raised to 125 instead of 75Imma partially disagree with you there. I paid good money for those stun nades, and if I don't directly hit you you don't get stunned afaik. That said I'd be cool with direct hit == long stun, splash damage hit == short stun. Default bounty should be 200-300 imo. This is a cvar though, so up to server admin. Onysfx likes this
Futuza Posted December 29, 2017 Posted December 29, 2017 I've made some changes in develop that obviously need to happen, but more changes will probably be dependent on feedback from the scrimmage. Here's what's been done:Bacta Stacks fixed (Max is 10, and large bacta is 5)Grenades and Bacta prices have been dramatically reducedDE-10 slightly more expensiveDefault bounty set to 125Armor much more affordable, most armor has had protection values increased (no changes to movement speed yet though)Note: These won't be changed in time for the scrimmage match.
eezstreet Posted December 29, 2017 Author Posted December 29, 2017 I cut RAM usage down by 300mb (task manager doesn't show it very well but it's corrected)I also fixed damage plums not showing up if the target took shield damage. Futuza and Smoo like this
Silverfang Posted December 30, 2017 Posted December 30, 2017 On the note of movement speed, I actually feel like movement without armor is too fast, and movement with one piece of stormtrooper armor (not sure if movement slow stacks) feels about right. Armor only feels not strong enough right now because there is no way to increase your health from 100 HP. Maybe we should implement a rudimentary level up system to gain HP over the course of a game? On moving side to side that is exactly what I've wanted for a while now. As for sprinting diagonally it should move you on a diagonal axis even less than it does right now in my opinion - but only when sprinting. Magazines should definitely start at max instead of where the were before death.
Pande Posted December 30, 2017 Posted December 30, 2017 Imma partially disagree with you there. I paid good money for those stun nades, and if I don't directly hit you you don't get stunned afaik. That said I'd be cool with direct hit == long stun, splash damage hit == short stun. Default bounty should be 200-300 imo. This is a cvar though, so up to server admin. I'm pretty sure Call of Duty does something like distance from grenade explosion point * percentage derived from angle of player view. No matter your angle it would affect you somewhat, I assume a clamp or ramp on that percentage from angle of view, and I assume in order to simulate the bouncing of the flash across nearby surfaces.
Silverfang Posted December 30, 2017 Posted December 30, 2017 Stuns honestly probably shouldn't last longer than 3 seconds, and that's quite long with how quickly you can die as it is.
eezstreet Posted December 30, 2017 Author Posted December 30, 2017 All in all that was a pretty good scrimmage match. Even found a few bugs:Armor doesn't persist properly across map_restartCanister mode on AA-35 and LS-180 don't seem to work properly
Dalo Lorn Posted December 30, 2017 Posted December 30, 2017 I wanna do this again sometime... Armor looks pretty clunky; in the long run, it may be necessary to build new player and armor models so that they fit togetherServer lags, plz fixRegular E-11 has an electroscope Onysfx and Smoo like this
eezstreet Posted December 30, 2017 Author Posted December 30, 2017 I wanna do this again sometime... Armor looks pretty clunky; in the long run, it may be necessary to build new player and armor models so that they fit togetherServer lags, plz fixRegular E-11 has an electroscope Yeah, armor will be fitted to a standard player model.I think the lag is because of the location. It is hosted in Dallas I think. I get like 50 ping.
Onysfx Posted December 30, 2017 Posted December 30, 2017 -Stormtrooper armor too heavy (It should be light and weak and have little to no movement slowdown.) -Jetpack needs to be in slot zero of inventory for some reason to be used, otherwise it wont equip. -Burst Jetpack has horrible diagonal control and resulted in my death many times. -The Dress Proj Rifle is fking OP. Almost always instakill against non armored opponents, unless of course that's the point. (not talking about the Taris ones, I bought this one from the shop) -You should be able to sprint jump. -Regular jumps should only use 5 stamina IMO. -Nades are pretty expensive for only getting 1 and the credits earned from a kill with it won't make up the price. -Blaster bolts are WAY too big. Make em a bit smaller, especially for pistols.
Noodle Posted December 30, 2017 Posted December 30, 2017 Like always, it was a very fun experience. The only glitches I seemed to have were visual, like some models having no torso after equipping armor and such. I agree though, that grenades could be a bit cheaper.
Futuza Posted December 30, 2017 Posted December 30, 2017 -Jetpack needs to be in slot zero of inventory for some reason to be used, otherwise it wont equip. ??? Which jetpack? I haven't seen this happen at all. I have seen a glitch that occasionally happens where you have to unequip and reequip once to fix it. Have any screenshots? -Burst Jetpack has horrible diagonal control and resulted in my death many times.Burst type jetpacks are intended to be used to give you a vertical "boost" to higher ledges, not for diagonal/horizontal movement. Hence why they're much cheaper than the other variant. That said, there is a weird bug happening with jetpacks I think (though personally I kinda like how hard they are to control, takes a bit of practice to master).
Silverfang Posted December 30, 2017 Posted December 30, 2017 Regular E-11 has an electroscope Actually, that's a normal scope. The E-11A has an electroscope.
Onysfx Posted December 31, 2017 Posted December 31, 2017 @@Darth Futuza I don't have any screenshots, I bought a burst jetpack though when it happened. I did try re-equipping it to different slots, but it all failed to equip until I set it to slot 0.
Futuza Posted January 1, 2018 Posted January 1, 2018 @@Darth Futuza I don't have any screenshots, I bought a burst jetpack though when it happened. I did try re-equipping it to different slots, but it all failed to equip until I set it to slot 0.I'll play around with it, see if I can reproduce it.
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