Balancing the health of the Heavy body type - Make health buffs multiplicative?


(xzen) #1

Disclaimer: I’m not a game designer in any way, this is entirely speculative.

So a lot of people feel that the Heavy body type is simply not worth the reduced mobility, considering it does not have a great deal more survivability than the other two body types and also the heavy weapons are not that much more powerful than other weapons.

In fact, if you compare their raw stats to that of the medium weapons, you’ll see that apart from the clip sizes and equip/reload speeds, the Chinzor is basically identical to the Euston and the Maximus to the Gerund. This isn’t the full picture though as they obviously behave differently in terms of recoil and spread, as well as having different attachment options. Also, the Hjammerdeim fires 8x16dmg projectiles per burst while the Mossington fires 10x22dmg projectiles (according to Denkirson), with a longer reload time and delay - but shorter time between shots and much better accuracy.

This, however, is a discussion for another thread. What I want to talk about is how the health of the Heavy body type is balanced, specifically with respect to the health buffs available in Brink. Again, according to Denkirson, the base health of Light, Medium and Heavy body types is 120, 140 and 180 respectively. Now, the way that health buffs work in Brink is that irrespective of the source of each extra pip (whether from Hardened, Health Command Post or Medic buff), each extra pip will give you +30, +25, +20, +15, and +10 health. So fully buffed with an upgraded Health Command Post and the improved Medic buff, you get a flat +100 health.

So let’s look at how much health each body type gains from any amount of extra health pips, but also look at how much health they gain as a percentage of their base health:

As you can see, when fully buffed the Light body type gets over 80% extra health while the Heavy gets just over 55%!

What I would propose is instead making the health buffs work multiplicatively, so each pip would give something like +20%, +40%, +55%, +70%, +80% health. Let’s see how that looks:

The light and medium body types are barely changed from the current system while the heavy body type gains a further 44 health when fully buffed, allowing him to survive an extra couple of body shots or a single headshot from most automatic weapons (ignoring kevlar/weapon buffs). This could be enough to make a difference for the heavy without significantly altering the other body types.

Another alternative would be to keep the current system for health buffs but alter the base health of the heavy, for example giving him a base health 240 (60 more than currently):

This would mean that the Heavy always has a significant amount more survivability than the other body types, but would proportionally gain less health from buffs than they do.

Thoughts?


(Murderous Pie) #2

Splash damage, listen to this thread NOW! NOW NOW NOW NOW NOW!


(Decayed) #3

I think if you give heavy too much hp, then there will be too many heavies since there will be a huge advantage of not dying as easily in a firefight.
I voted that survivability isn’t their biggest problem, I think it has more to do with the weapons.


(tokamak) #4

Yes absolutely. This isn’t even just about the heavy but health buffs need to be relative rather than absolute. Right now lights simply benefit way more from health buffs than heavies. This can’t be anything else than a design flaw.

Also then make sure that health buffs don’t accumulate, otherwise buffed people would benefit more from each new buff than unbuffed people. Buffs need to be a percentage of the body’s base-health.


(Glyph) #5

For me, the point of the heavy is not suvivability but their arsenal. As such my vote would be to make heavy weapons the best of the best, instead of the same with more recoil. A Heavy can easily be flanked or be caught in a bad area due to their movement restrictions but with increased weapons a Heavy that is ready or aware would be able to manage the situation.

Adding more health only lets them last longer in the same exact situation but does nothing to improve the situation. With the OP’s suggested change it would merely take longer to kill a Heavy without providing them with any true advantage. Also, Brink has ammo issues already, there is no need to make things take even longer to kill.

My vote is to make the Heavy’s weapons more viable in combat. (Then SD only needs to fix the body type weapon glitch.)


(tokamak) #6

Agreed. The heavy can keep his current survivability. I already think the overall hp of everyone is too high in general anyway.

With relative buffs I merely intend to have all buffs be of equal use to players.


(Rahabib) #7

just tweak the heavy weapons a bit and they will be fine.