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Author Topic: INFO: Read 1st! :: Suggest specific gameplay changes HERE  (Read 36426 times)
Graal
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« Reply #15 on: February 11, 2011, 02:32:17 pm »

The re-balancing suggestion:
1. The flamethrower that humans have should have a longer range to the item, and if this is more effective than desired you could add an arc to the projectile fire.

2. Currently, the flamer is next to useless compared to the other first tech items, and the chemical branch overall.

3. This turns the flamer into a more efficient anti personel weapon, keeping damage, projectile speed and amunition (maybe a small increase of 10 - 30% more amno since its a longer range) the same, so requires little modding to acheive.

4. This will make beasts life slightly harder, but due to the missile speed, not by much when 1 on 1.

5. This will make the chemical path more viable for human commanders, and defending key points easyer for humans wile not disallowing beast manouverability or degrading their gameplay.

6. It will increase difficulty for both groups, but more so for newbie beasts who havent learnt good leap skills yet, however, the increase will be negligable.

The ripple effect
7. probably more amunition for flamer, and a slight decrease in attack power if its decided to have a real long shooting range. but i doubt their is much in ripple effect that needs changing.

8. just a graphics request: give the player a fuel tank on their back that looks a bit steam punky. just to make it more astheticaly pleasing.
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Dorm
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« Reply #16 on: March 26, 2011, 01:20:24 am »

Compiled my suggestions because multiple threads aren't good.

The re-balancing suggestion:
1. The precise change you wanna see done, including exact values and item/unit names etc.
Increased ammo available from ammo boxes/mana crystals. Unsure of exact numbers currently but I know can be extensively increased without causing a major imbalance.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)

How useless the ammo/mana refills are yet people searching for other ways to replenish the beasts ammo well.

3. The predicted overall effect of your change (its PURPOSE).
Easier to refill your ammo/mana by farming NPCs and also after a fight. Gives a way to refill ammo without having to return to base for both sides

The impact on the game:
4. What will become harder to do, and for whom (units, teams etc).
Possibly defend vs range weapons as more ammo is available to be shot at you.

5. What will become easier to accomplish, and by whom.
Going from fight to fight with enough ammo to kill something, applicable to both faces and encourages the use of range weapons by beasts.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
Easier - Melee is hard, shooting is (relatively) easy. Being able to waste some of your ammo (and able to refill effectively after a fight) allows for a mistake barrier. Note that this can also benefit veterans moving from fight to fight.

The ripple effect
7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Shouldn't be required as when fighting outside of bases (unlimited ammo) both teams are able to kill effectively with melee as well as range.

8. Other changes, which the current suggestion would benefit from or depends on (so it can work properly).

-----------------------------------------------------------------------------------------------------------------------------------------------------------
The re-balancing suggestion:
1. The precise change you wanna see done, including exact values and item/unit names etc.
Siege units able to refill their ammo/mana using ammo drops

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)

Discussion about needing for humans to return to base after ammo is over and how that costs gold. Also gives a good pushing role to human siege, beast largely unchanged as summoner has infinite ammo as it is.

3. The predicted overall effect of your change (its PURPOSE).

Human siege able to continue pushing instead of halting an attack due to ammo constaints. Discourages pure siege camping and encourages (co-ordinated) siege pushing (note it requires co-ordination as the siege unit will probably require someone else killing npcs/not taking the ammo boxes of dead beasts).

The impact on the game:
4. What will become harder to do, and for whom (units, teams etc).
War of attrition on a moving force - although this is attenuated by how clumsy the siege units are, meaning it takes a long time to refill their ammo.

5. What will become easier to accomplish, and by whom.
Long range (human) siege pushes.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.

Maybe easier due to the possibility to waste ammo, again giving margin for error. Helps vets by the fact a co-ordinated team (or squad) can effectively do a push whilst defending itself and having enough ammo for taking out a few buildings (refilling yourself during an attack on a building is generally impracticable)

The ripple effect
7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Shouldn't be required.

8. Other changes, which the current suggestion would benefit from or depends on (so it can work properly).
Dual projectile system from siege units would synergize well with this

P.S. Sorry for any mistakes, it's late  Afro
« Last Edit: March 26, 2011, 07:31:24 am by Daemon » Logged
Rigoletto
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« Reply #17 on: March 29, 2011, 07:37:33 pm »

Another way to solve this shimmying/turtle base thing:

The re-balancing suggestion:
1. The precise change you wanna see done, including exact values and item/unit names etc.
- The shield needs an "energy pool" that decrease when shielded buildings are hit by melee/long range.
- If the "energy pool" is empty the shield looses his function until it restore some energy.
- The shield restores the "energy pool" with time.
- Just a guess but a "energy pool" of 5000 damage is a value to start of and a restore value of 40 per second. So if permanently 2 summs attack base should be give enough pressure to humans.
- Another question? Two shield = two pools?!?! Stackable or not if they stands in the area of the other shield.
They should stack but not with the full value, 1.5 or 1.25 maybe.
If they don't stack there is no chance to backup shield!!!

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
shimmering/turtle base thing

3. The predicted overall effect of your change (its PURPOSE).
With this "shield" beasts can take down human base without the must of killing shield. If they are able to permanently attack shielded buildings and so to drop down the "energy pool" of the shield, they got the chance to sac/summ the defense. Humans get more stimulus to break out, cause the shield will loose his function by permanently absorbing damage. And summs can shoot on shielded buildings from cover.

The impact on the game:
4. What will become harder to do, and for whom (units, teams etc).
Becomes harder for humans to turtle.

5. What will become easier to accomplish, and by whom.
Much more easy to beast to get human base down if they are able to permanently attack their base.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.

Summs are more easier for newbies/veterans cause the can stay more in cover.
Harder for humans units to keep their base alive, they must act and break out instead of stay in base with coil and balli.
Human base wont survive a behe gate often if its near enough the base, or a slow team that cant kill behes fast enough.

The ripple effect
7. Subsequent changes needed to tone down (compensate for) the effects of this change.

Don't think there's the need of a tone down.

8. Other changes, which the current suggestion would benefit from or depends on (so it can work properly).
Shimmying get obsolete.

greets
Rigoletto
« Last Edit: March 29, 2011, 08:45:43 pm by Daemon » Logged
H3027
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« Reply #18 on: June 26, 2011, 10:50:50 pm »

1. The precise change you wanna see done, including exact values and item/unit names etc.
Decrease for all combat units the stamina costs for sprinting by 30%.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
Beasts got a massive speed advantage by leaping, which however shouldn't be removed or changed itself since it's part of asymmetry of Savage and defines the very core gameplay/combat system.

3. The predicted overall effect of your change (its PURPOSE).
It will reduce several movement disbalances while keeping the core gameplay inact.

4. What will be harder to do, and for which side.
Human disadvantage: It will be slightly harder for humans to hillwhore since Beasts have more stamina to sprint uphills.
Beast disadvantage: It will be slightly harder to ignore the fighters and just go for tech and it will be harder to reach certain areas of the map much faster than humans. In duels it will be sightly harder for beasts to lock the human player down and harder to perform the return hit successfully.

5. What will be easier to accomplish, and by whom.
Beast advantage: It will be slightly easier to approach hillwhores with uphill sprinting to get into melee range as fast as possible.
Human advantage: It will be slightly easier for humans to chase saccers, also to reach certain points of the map faster (like capturing a flag for instance). Beasts on the other hand won't be able to travel faster since leaping is still the better choice than sprinting.
In duels it will make it slightly easier to dodge the return hit of beasts and will generally bring a bit more micro movements and stamina management into the combat for both races.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
My suggestion addresses general imbalances independent from the skill of the player.

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
None

8. Other changes, which the current suggestion depends on so it can work properly.
None
« Last Edit: June 26, 2011, 10:53:37 pm by H3027 » Logged



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« Reply #19 on: June 26, 2011, 11:41:53 pm »

1. The precise change you wanna see done, including exact values and item/unit names etc.
Add an moral area boost (20% faster building for NPCs and players - mining and repairing stays unaffected, effect can't be stacked - the attack speed/building animation won't be 20% faster ofc) and ammo area regen for chaplins (30 seconds to fill up ammo - without ammo pack, 60 seconds with ammo pack, effect can't be stacked). When two are more chaplins are in a group - the other boosts won't stack - but all siege units in that area will move as fast as regular units.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
In the human team a guy with weapons and medkits is usually more worth than a healer. The chaplin can't just jump into battle like the shaman due to his racial speed disadvantage and the poitions aren't as good as the shaman shield that can even protect buildings.

3. The predicted overall effect of your change (its PURPOSE).
It will make chaplins just as useful as shamans. (And no, shamans don't need to give mana regen, the game is asymmetric, each race has its own way of victory.)

4. What will be harder to do, and for which side.
It will be harder to make the whole human team instantly getting out of ammo by spawning with a 5000 HP behemoth to defend a sublair (which can't be meleed either).

5. What will be easier to accomplish, and by whom.
Humans moving as a team will be more rewarding with chaplins. They will be able to travel further and to accomplish more without having to reloc for ammo or health.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
My suggestion addresses general imbalances independent from the skill of the player.

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
None

8. Other changes, which the current suggestion depends on so it can work properly.
None
« Last Edit: June 27, 2011, 05:31:16 pm by H3027 » Logged



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« Reply #20 on: June 27, 2011, 08:09:02 pm »

1. The precise change you wanna see done, including exact values and item/unit names etc.
Beast buildings are alive, they are organic structures. Attacking tech buildings with melee leads to a 30% reduction of productivity, with siege to a 60% reduction. Beast buildings will additionally have a reduced productivty based on their health. Everything above 80% HP will be 100% productivty, 1% HP will be 20% productivty. Regular ranged attacks make no difference. Attacking spawn points (lair, sublair) with melee leads to not being able to spawn with behes due to the painfully cramped plant not be able to let huge units pass (that cramped effect lasts 5 seconds after a melee attack). As long as a spawn point is under siege, the lair will slow down it's productivity (research speed) to 50% to give all sublairs the force to let all units spawn. If the lair itself is under siege, the same will happen. If the lair is under melee attack, its productivity will be reduced by 15% and behes will be unable to spawn.
Human buildings will have a reduced productivty based on their health. Everything above 80% HP will be 100% productivty, 1% HP will be 20% productivty. They don't have reduced productivity while being attacked since the buildings aren't organic. Killing arsenal only affects the productivity for archery weapons, not mag, elec and chem. To decrease their research speed the enemy has to kill the tech building.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
Both races spend too much time pmining base in early game, since there is not much reward for approaching the enemy base - especially for humans: everything more than a scout is a waste of time and a lack of pmined ressources. Unlike Beasts, Humans have to spend much ressources into towers. Beasts have inferior defensive buildings, however a good defensive unit (behemoth), a unit that is these days getting used in more situation than it should be.

3. The predicted overall effect of your change (its PURPOSE).
My suggestion will reward offensive play in early game for both races, especially by humans which are able to slow the tech down already by attacking it. Furthermore it will address behespawning against non-siege units while still allowing them to spawn to tank siege shots.

4. What will be harder to do, and for which side.
It will be harder for beasts to play mindlessly offensive, as well as for humans to play mindlessly defensive. It will be harder to defend with behes against regular units.

5. What will be easier to accomplish, and by whom.
Teamplay will be more rewarding for both races - proportionally to their speed disadvantage. It will be easier to approach a sublair without wasting all ammo on a spawning behe (and then still having to reloc).

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
It will be harder for newbies to get frags with behes.

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
None

8. Other changes, which the current suggestion depends on so it can work properly.
None
« Last Edit: June 27, 2011, 08:37:10 pm by H3027 » Logged



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« Reply #21 on: August 23, 2011, 12:13:39 pm »



1. The precise change you wanna see done, including exact values and item/unit names etc.

-Human siege, when they eject they keep the same hp ratio as a nomad as they had when they were the siege unit.
-Get rid of spawn protection when a siege unit ejects.


2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)

With a large gold supply humans can balista whore all day long, if they now had some protection removed they would be more adventurous instead of playing for a draw/stats.


3. The predicted overall effect of your change (its PURPOSE).

Less camping more adventurous movement from the human side.


4. What will be harder to do, and for which side.
Harder to camp


5. What will be easier to accomplish, and by whom.

Some satisfaction when you kill a siege unit instead of them ejecting and your saccing mid air


6. Will it make the game harder or easier for newbies (vs. veterans), and why.

N/A


7. Subsequent changes needed to tone down (compensate for) the effects of this change.

N/A


8. Other changes, which the current suggestion depends on so it can work properly.
N/A
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Zaitev
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« Reply #22 on: August 25, 2011, 05:14:01 pm »


My re-balancing suggestion
I wouldn't call this a re-balancing feature per se, but it's something that is a bit weird and will be a good thing to change IMO.

1. I'd like to suggest removing the sac state when you enter a building. Right now, when you enter a building and spawn again, you will have all your states removed from you except the sac state.
The re-balancing suggestion:
2. The current situation allows for people to wait 9 seconds at their lair, then spawn at a crowded sub and sac the crap out of everyone. Also, when you enable sac too soon because you're being a playersac nib for a match or two, you can't undo the effect and you're doomed.
Both of these things are a bit of a downside at times.
3. The effect will be that the above scenarios won't occur anymore. Can't make more of it .

The impact on the game:
4. It will become impossible to enable sac and blow up in one second after spawning. It will also be impossible Some like to take Behemoth and explode with that unit at a crowded sub, one second after spawning.
5. n/a
6. It would possibly make the system of entering buildings more logical because all the states get removed when you enter a building instead of having a special system for the sac state.

7. n/a
8. n/a

I'm open to suggestions, modifications and/or constructive criticism Smiley.
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« Reply #23 on: September 01, 2011, 07:31:32 pm »

My re-balancing suggestion:

1. The precise change you wanna see done, including exact values and item/unit names etc.
Human siege, moves faster as it loses ammo. I know there writes exact values, but since i can't test such thing by myself i'm giving you these example percentages: %2 for ballista, %3 for catapult.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
Human siege units are way too slow this is the main reason, and when you're out of ammo you have to eject and go back to nearest spawnpoint. To save time, you lose 7500/4000 gold which is not small at all in a pool of 50000.

3. The predicted overall effect of your change (its PURPOSE).
It's purpose is of course encouraging more players to use siege-unit.Being realistic aswel,. The more weight you lose the faster you can move.

and it'd make uses of human sieges much tactical. Example: to reach enemy base faster, you waste half of your ammo at your base.

The impact on the game:
4. What will become harder to do, and for whom (units, teams etc).
I don't think anyone will prefer siegecamping just because you let them move %30 faster when they're out of ammo. But this remains as a possible side-effect.

5. What will become easier to accomplish, and by whom.
I think humans will less gold-starve and have more sieges to assault beast base.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
This would change game but not much with %30 percentage i believe. So i don't think it'd hurt both newbies/veterans.

The ripple effect
7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Making human siege units little more expensive might be the answer, or giving blaze a longer range. But still i think this change would not change gameplay deeply.

8. Other changes, which the current suggestion would benefit from or depends on (so it can work properly).
Siege units taking ammos from goodie bags will have a negative effect which would be a good penalty for ammo.
Also tirza's chaplain idea will create a slow convoy of sieges which would be another good penalty for having ammo.

Really looking forward for replies, cheers
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« Reply #24 on: September 08, 2011, 09:17:05 pm »

1. The precise change you wanna see done, including exact values and item/unit names etc.
Make it possible for commandesr to "lock" certain amount of all players gold, and "open" it in emergencies. And i'm not talking about the common gold which all players can request, but the players own independent gold in-game. In example, I have 12500 gold on Groentjuh & girls server as human. My comm locks 4000 of my gold so I can't use it before he "opens" it and want's me to use it.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
I see alot of time when i.e beasts gate, and the team doesn't have enough gold to get enough behe's to get the full potentially damamge done to the other team, or when humans sneak garr but does now have gold for balistas/cata's.

3. The predicted overall effect of your change (its PURPOSE).
Commanders will get one more additional way to make sure players have enough gold when needed. However, it's questionable to wonder how this "locked" gold shall be refilled, does humans have to gather tvice as much gold after use?
 Also it's worth mentioning that this might make the common gold in the team less important. It might boost/decrease teamwork performance during critical events ingame.It might also make it easier to be commander on maps with low gold in it. In example alpinevalley

4. What will be harder to do, and for which side.
Will maybe be harder to command for newbies.

5. What will be easier to accomplish, and by whom.
Will be easier for commanders to "mobilize" the team and get the team to work together in crucial situations in-game.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
Harder for newbie commanders, since it might be to much to keep track on. Easier for veteran commanders, since they're allready familiar with all the other options. Note: It's not often newbie comms meet veteran comms, so this isn't really a problem.

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Maybe adjust how much money a player can carry, or make an seperate "mobilize" bank for each player, along with the standard one?

8. Other changes, which the current suggestion depends on so it can work properly.
I don't know any yet.
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« Reply #25 on: October 24, 2011, 05:01:51 pm »

1. The precise change you wanna see done, including exact values and item/unit names etc.
Buff demo charges by either (or all 3) :
- let the player start the cooldown while demo is still in his inventory (it will go off even if the player didnt drop it on the ground killing him in the process ala beasts sacs)
- make demo charges throwable
- make demo charges undestroyable

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
Saying you have avoided sac or balli rush in the early game, most of the maps enters in a deadlock time where beasts have way more effective tools to gain ground leading to painful one-sided end games.
Hummies will turtle and coil-camp while beasts will colonize the entire map, and with their gazillions stones build subs closer and closer to human base till they either get the shield or use brute force (behe rush or chain sac).
Only way hummies can gain ground is destroying those subs. So either they use ballis (good luck to get close enough a well placed sub in pub), or demos.
Right now, having your team to chain sac is easy, even with complete noobs, you know at least 50% of the frenzied saccers will be able to hit effectively the target.
Ask your team to demo-rush a sub and you ll be lucky if one hit the sub. (And im not even talking about behes spawning).

3. The predicted overall effect of your change (its PURPOSE).
The purpose of this buffing is giving hummies a way to push so they can stop defending and gain ground after the first 15 mins of the game.
It wil make games way more dynamic and close combat based. It should decrease hummies base-camping-for-an-hour-or-til-someone-destroys-the-shield endgames.

4. What will be harder to do, and for which side.
Beasts will have harder times to keep their subs alive, but they most of the time have way more stones for that than hummies.

5. What will be easier to accomplish, and by whom.
Hummies will have easier times to destroy subs or other beasts buildings without relying heavily on siege.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
It makes demo-rushing easier for everybody.

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Maybe buff healing spire but i dont even think so.

8. Other changes, which the current suggestion depends on so it can work properly.
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« Reply #26 on: March 20, 2012, 09:58:24 am »

My re-balancing suggestion:

Storm shield block 40/50/60% of flux damage.

1. The precise change you wanna see done.
When using storm shield (15 secs?) it will block some damage made by flux gun, but no protection against mag weapons. Also storm shield should cost 700-800 within the change.

2. What triggered it.
As we all know flux is the most used weapon in Savage since it's very effective and probably easiest weapon to use. Also beast have no counter to flux in smaller fighting areas or hills. (tempest and surge are good in wide, flat areas) Now that everyone can use flux at average level (and everyone will use flux) it makes beast melee fighting very difficult and force beasts fall back and eventually lose game. Just because of one weapon.
In the end flux is just too easy to use compared to its power.

3. The predicted overall effect of your change.
With buffed storm shield beasts have now a way to push through walls of flux. It might be a short buff but it's enough for a skilled melee player. This change also might encourage people to take other weapons too such as repeater and discharger instead of using easy and effective flux.
After all the change wouldn't be huge because you can carry only one storm shield and it lasts only 15(?) secs. At the best case scenario some protection against flux just makes this game more fun for beast melee players but doesn't affect gameplay too much.  
This also encourage people in melee fighting.


The impact on the game:

4. What will be harder to do, and for which side.
It will be harder for Humans to dominate small and hilly fighting areas with flux gun.

5. What will be easier to accomplish, and by whom.
Beasts now have a way to push humans back by using storm shield.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
This will make the game easier mostly for average beast melee players but also for veterans and newbies. On the other hand this will make the game a bit harder for team 1 (which isn't bad at all) since you need to pick other weapons or face the beast in a melee battle instead of falling back and using flux.  
Often average beast melee players feel the power of flux overhelming and in the worst case force them pick units like summoner to kill humans.


The ripple effect

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Nothing else really need to be done. I know one might think this will make sac rushing easier but it's not true since you need to get both, fire and strata, before you can use storm shield anyways.



________________________________________________________________________________________

The point here is to encourage melee playing for both teams and reduce the domination of flux gun. It's not good if the easiest weapon to use is also the most effective weapon, I mean just look at t2 surge. It's very similar to flux when it comes to using it but surge is way more weaker - just the way it should be. Weapon that is easy to use shouldn't cause loads of dmg.
Also it'd be logical if storm shield blocked some of the flux damage since it already blocks pulse gun too. The counter to beast strata tech afterall is magnetics.

edit: I know you will say: you are not supposed to fight alone against more than one enemy at a time. Well sure, the best situation is when you get 1v1, 2v2, 3v3 or 15v15 all the time but this is impossible, and let me tell you why: in a 30 player team there are about 5-10 players who can handle beast melee well. At the same time you get 20-25 human players who can use flux effectively no matter what their skill level is because flux is too easy to use.
« Last Edit: March 20, 2012, 10:34:49 am by Knoz » Logged
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« Reply #27 on: March 21, 2012, 02:04:27 am »

My re-balancing suggestion:
Mana stone regeneration per second differs from weapon to weapon.

1. The precise change you wanna see done.
I wanna see some dev calculating mana use per second for each weapon Tongue and then for each weapon making their own mana regen rate. Wanna make surge more useful give it x5 mana regen with manastone! tempest should stay in it's own way or can be buffed with 1.5 regen to actually have a chance vs coil with 26 shots, blaze should have x2 regen, to encourage more players using it. it's a strong weapon to be used, but low mana is an easily accomplishable annoyance Undecided

this re-balance would definitely make blaze+ember+frostbolts+surge+tempest efficient if structured properly, but this is completely irrelevant of making lighting/fireball/rupture useful, because their problem is not the mana capacity

2. What triggered it.
Beast ranged weapons are barely making any effect at all, why not buffing them! so we could see what happens when more than 3-4 players use surge in a team fight Smiley

3. The predicted overall effect of your change.
Beasts are strong and beasts will be stronger  Tongue But let me remind you one thing, a beast team with more weapons have two different effects on gameplay
->gold starve humanside, win
->camp outside, lose/draw Smiley beasts have to die to win the game (organised sacs/behe trains summrushes/ all of these means inavoidable deaths Smiley ), using weapons will definitely "NOT" win the game for them if they can't goldstarve

So odds stand equal, this idea is irrelevant from game winning/losing it'll only encourage newbies/vets to play a part of beast ranged weapons more

4. What will be harder to do, and for which side.
Humans will have a hard time trying to block beast melee because of "predicted" more range weapon users on beast side.
Beast sac-rush when granted a mana crystal will be more efficient, still can't compete with flux counter though.

5. What will be easier to accomplish, and by whom.
Vice versa on upper question

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
Newbies prefer range weapon over melee, playing beast means having 4-5 years experience in melee and finally making their stand against humans with easy but effective guns.Till they find out that beast weapons are more or less useless, they try them all and reach the conclusion they prefer playing siege/healer/lightning then fnally turn into a human player Cheesy Buffing beast weapons will definitely give a hand to newbie beast players over veterans. Just look at dayset with surge he's a player a couple months old in savage, he could actually play like a monster when given x5 regen with surge   Afro

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
Honestly, nothing.

8.if you ask me we should rebalance all beast weapons that includes fireball/rupture ,after that then give them their own mana regeneration aswell

And dae, i'll post my other suggestion aswell till this weekend :p
« Last Edit: March 21, 2012, 02:10:04 am by Renegade » Logged

EnglishSlug
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« Reply #28 on: April 10, 2012, 05:31:50 pm »

want to firstly point out that this is not a balance suggestion as the board would suggest but a feature which i think is essential, hope i've placed this suggestion in the correct place and feel free to move it if it is not

1. The precise change you wanna see done, including exact values and item/unit names etc.
commanders should have the ability to set a return point (for the workers) for the stone or gold they mined

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
workers tend to return stone or gold to a garrison even if its blocked off by tech for example instead of the SH or a different garrison which is possible to return the stone too

3. The predicted overall effect of your change (its PURPOSE).
less mad comms

4. What will be harder to do, and for which side.
N/A

5. What will be easier to accomplish, and by whom.
Returning stone by the workers for comm

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
no effect

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
no other changes necessary

8. Other changes, which the current suggestion depends on so it can work properly.
N/A

additional info;

a simple button added to the workers which looks like this would be good with redstone and gold on it (click on the button then click on the location to return the resource to;



an example of said problem;



workers return the stone to the inaccessible garrison instead of the SH



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Stepanma01
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« Reply #29 on: May 24, 2012, 11:20:38 am »

My re-balancing suggestion:
New Chaplain Weapon: Light/Holy Strike

1. The precise change you wanna see done.
A new chaplain weapon that on melee hit blinds the enemy using the medkit flash animation. The weapon has to be equipped to apply the effect (ie selected in the weapon bar). However this attack won't spammable as it will use the chaplains mana bar and will use about 25-30 mana per hit (not uses). This ability will be researchable at tier 2 for some amount of redstone.
Please note that it I plan that this ability either does full melee damage or reduced melee damage.
Also the chaplain staff should have the same effect as the heal ability, (ie the staff glows at the end) to show the enemy that is fighting the chaplain know that they are using the ability.

2. What triggered it.
Chaplains unlike shamans are seen as cannon fodder on the battle grounds, as they have hardly any escape mechanisms (the shaman has leap) and are slow and sluggish to reach their patients.

3. The predicted overall effect of your change.
The chaplain would have a way of either escaping or running to a dead teammate to get a quick resurrection while a beast is blinded by the quick flash. It could also be used after the chaplain has done their resurrection animation as a way to not insta-die from the beasts surrounding them.

The impact on the game:

4. What will be harder to do, and for which side.
To kill a chaplain as a beast player as the chaplain now has a combat ability that can disorientate the beast player.

5. What will be easier to accomplish, and by whom.
Chaplains will be seen as a slightly more powerful unit that has an ability that can function as an escape mechanism or an ability to allow them a few more precious split seconds to reach the dead teammate nearby.

6. Will it make the game harder or easier for newbies (vs. veterans), and why.
It will make it easier for newbies to go chaplains as the new ability is actually viable in combat along with their normal melee.

The ripple effect

7. Subsequent changes needed to tone down (compensate for) the effects of this change.
As the evolution mod already allows chaplains to have an item in their fifth slot a compromise needs to be made to stop chaplains from having the “ultimate” escape tool. What I propose is to have the chaplain as default (after the ability is researched at the monastery) have the ability in their fifth slot, however if they choose to have an item instead (such as relocators or sensors), it will replace the ability. If the player wants the ability back they can simply sell the item to get back the ability. This swap ability for an item/weapon is essentially the same was whether a beast wants a melee effect or ranged weapon.

8. Other changes, which the current suggestion depends on so it can work properly.
None that can be thought of at the time.
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