Idea's for Next Patch (Mostly Balence But a Few Others)


(spookify) #1

Change the Title, but don’t lock it. I was not trying to be miss leading at all. It took me a lot of time to put this together and I put a lot of thought into it. IMO this would keep the servers populated because it would actually be a shooter with your xT feel. These tweaks arent even that major and previous patch’s I’m sure the values were the same.

I did not mention the maps because well I dont care. The maps could be square boxes for all care as long as my bullets go where I want them to go.

This Thread is My Opinion Only! It is should be taken seriously because I am awesome haha :wink:

GENERAL

  • Tweaked hitboxes to more accurately match character models
  • Head Hitboxes 3% Smaller
  • Reduced leg hitbox damage multipliers to 80% upper leg, and 60% lower leg
  • Reload While Sprint
  • Horizontal recoil behavior updated, reducing sideways movement (Again)
  • Packs, grenades, and mines can now be thrown while sprinting
  • Can now Change Mercs with out leaving the game.
  • Improve Collisions
  • Hit Sound (Body and Headshot) Pitch Modifier now located in Menu
  • Medic Paddles now more responsive
  • Medic Rev’e receives a revive shield for 1.5 seconds or until a shot is fired.
  • Added Ability for Pick up Same Class Guns on the Ground for Ammo
  • Arty’s Arty places a dot in the middle but when confirmed adds a halo of damage radius.

Performance Tweaks:
All Maps Work with SLI and ATI Whatever
All Maps now have the Graphic leaks filled for max FPS.
Anti Lag First Round of Tests.
50% of Anti Cheat Activated.

ARTY

  • Reduced bullet spread
  • Decrease assault rifle damage to 25 (from 30)
  • Reduce Clip Size
  • Faster Recoil Recovery
  • Increased artillery strike cooldown to 25s (from 20s)
  • Reduced artillery strike shell damage to 75 (from 85)
  • Artillery strike now takes longer to call down
  • Artillery strike calls down 3 shells at a time instead of 1
  • Artillery strike now has a maximum of 2 charges
  • Reduce effective area

RHINO

  • Increased minigun damage to 9 (from 8)

FRAGGER

  • Reduced machine gun damage to 12 (from 13)
  • Increase MG recoil
  • Reduce ROF by 5%

THUNDER

  • Reduced machine gun damage to 19 (from 20)
  • Increase MG recoil
  • Reduce ROF by 5%

NADER

  • Reduced machine gun pistol damage to 12 (from 13)
  • Reduced grenade launcher fire interval to 0.6s (from 0.7s)
  • Fixed Air Burst Bug and Grenades no longer Bounce but Exploded on contact.
  • Reduced Damage Area.

BUSHWACKER

  • Increase Speed By 5%
  • Reduced M9 pistol damage to 14 (from 15)
  • Reduced SMG bullet spread
  • Turret can now be placed on any flat surface.

PROXY

  • Increase health to 100hp (from 75)
  • Reduced machine pistol damage to 11 (from 12)
  • Updated shotgun fire and reload animations

FLETCHER

  • Shotgun range increased
  • Shotgun now carries 7 shells (from 6)
  • Now has a machine pistol as secondary weapon

SAWBONEZ

  • Decrease SMG damage to 12 (from 13)
  • Now heals self at 25% base rate instead of 30% but continues to heal to 75% after being shot.
  • Med Pack Time Decrease 15% (Allowing 4 Packs)
  • Reduce SMG bullet spread
  • Reduce SMG recoil

STOKER

  • Reduce Spread
  • The Ammo Station is now persistent and can be reclaimed
  • Increased damage of Assault Rifle to 17 (from 15)
  • Increased Assault Rifle recoil slightly
  • Increased Assault Rifle fire rate to 600rpm (from 550rpm)

AURA

  • Increase health to 100hp (from 75)
  • Updated shotgun fire and reload animations
  • Now heals self at 25% base rate instead of 30% but continues to heal to 75% after being shot.

PHOENIX

  • Now heals self at 25% base rate instead of 30% but continues to heal to 75% after being shot.
  • Area Heal Increased 15%
  • Area Heal Cooldown decreased by 10%
  • Reduced SMG damage to 8 (from 9)
  • Reduce SMG bullet spread
  • Reduce SMG recoil

VASSILI

  • Reduced machine pistol damage to 11 (from 12)
  • Gun Must Un-Scope for Every Shot to Load New Bullet Unless Crouched or Standing Still.
  • Headshots Gib

AIMEE

  • Increase health to 100hp (from 75)
  • Sniper rifle body damage increased to 45 (from 40)

PHANTOM

  • Increased all movement speed by 17%
  • Reworked melee attack timings

P.S. This Post Is My Opinion only! Give positive feedback please!


(Loffy) #2

I find this list valid.


(RasteRayzeR) #3

These I would be against. Nader without the bounces is completely useless, turrets can be spammy, better fix locations where they can be deployed and I don’t see why you would want to throw mines while running, the activation time is too big to make your follower blow on it anyway.

And again, instead of listing all these details, just say you want less dps, smaller hit boxes and no sprint impairments. Because TLTR …


(Kendle) #4

All these are good:

GENERAL

  • Reload While Sprint
  • Horizontal recoil behavior updated, reducing sideways movement (Again)
  • Packs, grenades, and mines can now be thrown while sprinting
  • Can now Change Mercs with out leaving the game.
  • Hit Sound (Body and Headshot) Pitch Modifier now located in Menu
  • Medic Paddles now more responsive
  • Medic receives a revive shield for 1.5 seconds or until a shot is fired.

PROXY

  • Increase health to 100hp (from 75)

AIMEE

  • Increase health to 100hp (from 75)

This one is OK as long as it’s also SAME TEAM as well as same class, otherwise we’re back to Medic -v- Medic wars due to their ability to self-heal AND self-replenish:

  • Added Ability for Pick up Same Class Guns on the Ground for Ammo

No to this because it only helps Medics be better soldiers, not better Medics:

  • Now heals self at 25% base rate instead of 30% but continues to heal to 75% after being shot.

No to this because it doesn’t make sense. If a rifle is bolt action it’s bolt action regardless of whether you’re moving or not:

VASSILI

  • Gun Must Un-Scope for Every Shot to Load New Bullet Unless Crouched or Standing Still.

As for everything else I don’t feel qualified to have an opinion, but in general I’m in favour of reducing spread, but I’d actually increase recoil on higher damage guns (as long as it’s predictable vertical recoil).

I’m also against lowering damage any further, the idea of getting 5+ hit-beeps without killing someone is going to be nonsensical to anyone not coming from an ET background. I know it goes against the grain for a lot of people here but when XT goes open beta I predict the biggest complaint is going to be how weak the guns are.


(spookify) #5

I put a lot of thought into the damage but I also agree that with out testing the damage might be a little low because I lowered 3 or 4 people 1 or 2 points. However with the reduced spread and current ROF I think we would need to reduced damage to offset the TTK. Slightly smaller Hitboxes would also off set this. So I feel I found the best of both worlds.

I agree we want to get away from Medic on Medic but the solider is still really powerful even with the heal to 75%. It would at least give a medic a chance against a Solider with smart play. The Damages of the Solider remain the same and the medic gun was actually weaker so the better shot and smarter player would win.

Solider Nade and Flash
Solider More Powerful Weapon
Solider 50 More HP then Medic
Solider Close Range Domination
Slight Recoil

VS

Medic Weaker Gun
Medic Pack That Heal to 75% but only at 25% HP Rate.
Faster ROF
Very Accurate Gun But Something like 7 - 8 HS with my Values I think… (On a Solider)

Who would win? The Smarter Player and Better Shot IMO

Again this is just hypothetical but right now the Solider is crushing medics… Plus Basically crushing everyone else. I really dont like the play style and or the gun of the solider so that is why I want to push for an even match up with a skilled player.


(Kendle) #6

Only if you want a long TTK. This depends on whether you think so-called “tracking” aim is the be all and end all of “skill” and nothing else matters. In most other shooters “twitch” aim is a more highly regarded ability, as indeed it is in most real world sports, where it’s called “reflexes”.

Again, non-ET players are just not going to accept hitting people 6, 8, 10 times before they go down, especially as the game is giving them precise feedback on how many of their shots are landing and how little effect they’re having. A long TTK is not synonymous with skill, it’s just a personal preference as to the kind of skill you appreciate compared to other kinds of skill.

As regards the Med-pack heal rate, it’s not the rate I have issue with, it’s the idea that it continues to heal while being shot. There’s nothing to stop a Medic running away from a gunfight to heal before re-engaging. If Med-packs heal DURING combat they’ll be abused, just as they were in ET, with Medics camping on a stash of packs to give themselves an artificial health advantage over their opponent.


(spookify) #7

[QUOTE=Kendle;488336]Only if you want a long TTK. This depends on whether you think so-called “tracking” aim is the be all and end all of “skill” and nothing else matters. In most other shooters “twitch” aim is a more highly regarded ability, as indeed it is in most real world sports, where it’s called “reflexes”.

Again, non-ET players are just not going to accept hitting people 6, 8, 10 times before they go down, especially as the game is giving them precise feedback on how many of their shots are landing and how little effect they’re having. A long TTK is not synonymous with skill, it’s just a personal preference as to the kind of skill you appreciate compared to other kinds of skill.

As regards the Med-pack heal rate, it’s not the rate I have issue with, it’s the idea that it continues to heal while being shot. There’s nothing to stop a Medic running away from a gunfight to heal before re-engaging. If Med-packs heal DURING combat they’ll be abused, just as they were in ET, with Medics camping on a stash of packs to give themselves an artificial health advantage over their opponent.[/QUOTE]

I agree with everything you are saying about the Damage Tracking, Twitch Aim and reflexes. In my head I think the much faster ROF of this game off sets this feeling of tracking. ET you hit a guy 6, 8 and 10 Times it felt like forever but in xT with say Phoenix (With Reduced Spread) 7 hits would take the same amount of time or at least that is what I am going for. 2 or 3 Burst from Phoenix/Saw/all merc or fluid tracking with my values should should be amazing and rewarding.

My thought was what you are saying but a combination of Tracking and Reflex aim making this the most competitive, best true aim shooter out. (IMO Spread is just to high to accomplish this right now)


(Raviolay) #8

NADER

  • Reduced machine gun pistol damage to 12 (from 13)
  • Reduced grenade launcher fire interval to 0.6s (from 0.7s)
  • Fixed Air Burst Bug and Grenades still bounce but exploded on contact with opposing players or second bounce, rather than after a set distance traveled after bounce.
  • Faster travel of Grenades.
  • Reduced Damage Area.

FIXED (IMO)

I agree with everything else other than 75% heal while being shot.


(spookify) #9

[QUOTE=Raviolay;488338]NADER

  • Reduced machine gun pistol damage to 12 (from 13)
  • Reduced grenade launcher fire interval to 0.6s (from 0.7s)
  • Fixed Air Burst Bug and Grenades still bounce but exploded on contact with opposing players or second bounce, rather than after a set distance traveled after bounce.
  • Faster travel of Grenades.
  • Reduced Damage Area.

FIXED (IMO)

I agree with everything else other than 75% heal while being shot.[/QUOTE]

Agree with Nader and worth talking about or testing.

I also think that the Heal to 75% at 25% HP is scary for people and how little it would actually effect a fire fight. This would allow medic to jump in and revive people but also give them the ability to play smart against a Solider. Its a lot better then sitting on Packs in ET and involves timing to use. At best in a full out first right it wont do anything but maybe give the medic one additional hit. If its OP change it to 50% but I think it worth testing. If anything it might make the medic more cocky and then get steam rolled by a solider. haha. Medic need to be strong enough to keep the team alive for a push.


(Raviolay) #10

[QUOTE=spookify;488339]Agree with Nader and worth talking about or testing.

I also think that the Heal to 75% at 25% HP is scary for people and how little it would actually effect a fire fight. This would allow medic to jump in and revive people but also give them the ability to play smart against a Solider. Its a lot better then sitting on Packs in ET and involves timing to use. At best in a full out first right it wont do anything but maybe give the medic one additional hit. If its OP change it to 50% but I think it worth testing. If anything it might make the medic more cocky and then get steam rolled by a solider. haha. Medic need to be strong enough to keep the team alive for a push.[/QUOTE]

Maybe if the heal rate was reduced while taking damage?


(spookify) #11

That might work. 10% of HP instead of 25% after taking a hit (Speed of Heal that is). Would buy you time until you take another pack as saw or an aura from Phoenix.

I think it should be something rather then nothing. I am sick of going into a fire fight and then getting out popping my medic Pack only to have a lag bullet or something hit me and cancel it out completely and I am stuck at 5% HP.


(Smooth) #12

If an equally skilled solo Fragger comes up against an equally skilled solo Sawbonez, then it’s intended that Fragger wins that fight the vast majority of the time.

Mercs aren’t balanced on head-to-head combat with each other, they’re balanced on what they bring to the team and how they help the team win.


(Glottis-3D) #13

[QUOTE=Smooth;488342]If an equally skilled solo Fragger comes up against an equally skilled solo Sawbonez, then it’s intended that Fragger wins that fight the vast majority of the time.

Mercs aren’t balanced on head-to-head combat with each other, they’re balanced on what they bring to the team and how they help the team win.[/QUOTE]
lets define ‘majority’
what was intended - 60/40 or 90/10 kind of majority?

i mean. 60/40 is better than 90/10.
because it is still majority, but it means Fragger is not imba(as he is now).
and imba is bad in my book.

+++
and what Raviolay said. Fragger is Jack of all trades.


(Raviolay) #14

[QUOTE=Smooth;488342]If an equally skilled solo Fragger comes up against an equally skilled solo Sawbonez, then it’s intended that Fragger wins that fight the vast majority of the time.

Mercs aren’t balanced on head-to-head combat with each other, they’re balanced on what they bring to the team and how they help the team win.[/QUOTE]

I would of agreed with this sentiment when we had class based objectives, however with the game in it’s current form. I would rather you balance with head to head combat in mind, otherwise prepare for a mono “archetype” game.


(spookify) #15

[QUOTE=Smooth;488342]If an equally skilled solo Fragger comes up against an equally skilled solo Sawbonez, then it’s intended that Fragger wins that fight the vast majority of the time.

Mercs aren’t balanced on head-to-head combat with each other, they’re balanced on what they bring to the team and how they help the team win.[/QUOTE]

Even with my tweaks I think solo Fragger comes up against an equally skilled solo Sawbonez the Fragger would stomp him. At this point I just want to give Sawbonez a chance which he doesnt have right now. I want that Fragger to say wow Nice Shot! There’s no wow factor in a fire fight.

Right now I have a little mixed feelings about what a person can bring to the “Team”…

Everyone can do objectives so that takes away from team play.
Medic’s are almost obsolete in team play. Yes they can revive but the give up their life to do so. Medic’s can follow a fragger into battle and do what? Feed him medic packs to continue a push? Answer no. If the fragger in front of the medic is shot the medic pack is useless. So no point in bring it out. The Gun and the paddles are what the medic has right now. But again once you go for a revive you are basically dead as a medic. I am sure there are changes coming but I am basing everything off the current game and information we have been given.

Questions:
Right now why would a medic follow anyone other then a fragger into battle. Both can do Objectives. What is the need for the other classes?

Right now my team would be all Saw’s and all Artys. I shouldnt be telling you this but you probably know that Arty is the strongest shot. A spookify Arty vs a spookify Fragger the Arty would win… Is that OK since he is a LT/FO?

The above is not intended to be condescending or Pompous but I just want to help and make a wow factor in gun fights and point out the lack of team work, plus the inaccuracies of the guns. This thread is an attempt to bring more skill, fun and action to the game.


(BomBaKlaK) #16

[QUOTE=Smooth;488342]If an equally skilled solo Fragger comes up against an equally skilled solo Sawbonez, then it’s intended that Fragger wins that fight the vast majority of the time.

Mercs aren’t balanced on head-to-head combat with each other, they’re balanced on what they bring to the team and how they help the team win.[/QUOTE]


This is what’s happen with “Agnostic” Objectives … Classless objectives is a pain in the ass … Why use other mercs ?
Cause you can do all the objective without any problem with a full soldier team, or the most OP merc between patchs if something change. Classes diversity is more useless than ever …


(prophett) #17

I also hate that there are classless objectives. Protecting your engie was an objective in itself that I miss. Elements of teamwork took a big hit when the “everybody can plant” change was made :[


(Glottis-3D) #18

Medics are useless with the objects - tooo slow. So why they even able?
SOldiers are much stronger than, say, engies - so why bother taking engie? because he will disarm fast? lol he will die even faster.

Lets face it already: classless objectives dont do any good for this game.


(tokamak) #19

Classless objectives (or objectiveless classes) seems weird when there’s only a couple of characters. However, things make a lot more sense when you start thinking in a scale of 20-50 characters. If you want to maintain diversity in them, then you’re going to need to remove restrictions.

I still don’t like it, but I just think that SD’s choice is made in regards to further stages of development then we can currently see ourselves right now.


(Smooth) #20

We’ll potentially be adding proficiencies to all objectives types, with some characters being great at objectives and the rest being able to do it but at a much slower rate.

Yes everyone can plant C4 right now, down the line this will remain true but those characters that aren’t good at objectives would have a much, much longer arming time.

The other change we’re thinking about making is removing objective stacking, so only the rate from ‘fastest/best’ character currently interacting is used. This means that three Fraggers performing the objective at the same time wont be able to make up for not having a Proxy (for example).

To address another point, we’ll also be adding proper 1.5s revive shields soon now that we have the UI to show what’s happening.

And finally, we know Fragger, Thunder and Arty are all too powerful right now, they will be slowly toned down until we’re happy with where they sit. At the same time we’re also slowly bringing up the weaker characters to an acceptable level too. We’re at the stage where small tweaks are making a big change.