Idea's for Next Patch


(spookify) #21

SD should cash in on the zombie bandwagon that is going around right now.

New Merc “Bob the Zob”
No Heart Beat
HP 500
Headshot 1 or 2 Insta kill and gib
Mid level Speed

If he touches an enemy that enemy turns into a zob frozen turret that attacks his own team until his own team kills him!!!

Hahahaha!


(AssortedStuff) #22

[QUOTE=spookify;505335]…
#8) Reward Head-Shots!!!

#10) Fix MG’s! OMG — Fix Ammo Boxes also and Radius…[/QUOTE]

As a noob (and maybe even speaking for the noobs out there and the many that will come on launch) I can’t agree on rewarding headshots even more than what they already are. Most of the times I feel like enemies are bullet sponges and that I die waaaaaay too quickly against you guys. It’s like: “Did he shoot me twice and I’m dead already???” :frowning:

As for ammo crates, boxes, etc - I’d love to have the old sound back, the one when you received ammo. As at the moment there is only a prompt on the screen.


(fzl) #23

ok here my ideas…

fix the crashing issue

fix the spawn issues

reduce rifle weapons damage

reduce shotgun weapons damage

fix the save/load loadout issues

give us a 3rd obj. for trainyard

remove the mg at whitechapel (church)

fix the lvl 60 bug

give us a 3rd attack way to the 1th obj. victoria station

fix the “underground” bugs

remove the ammo crates (for a better teamplay?!)

remove the “revieve” bug (sawbonez)

fix the “rhino” bug

give waterloo a real comeback…

and give us more maps…

ok done for the moment…

greetz PiLgr!m aka fzl


(tokamak) #24

That’s cool but rather than a dot it should be a silhouette so we get information on what classes we’re dealing with.


(RasteRayzeR) #25

[QUOTE=BomBaKlaK;505352]The 2 options together ? Smaller radius with sonar style detection ?
With the actual radar Vassily is clearly OP ![/QUOTE]

In any cases the problem is that everyone can see it and combined with an MG nest, it’s way too deadly. I agree with both radius reduction and sonar style. It gives less information and becomes less OP.


(tokamak) #26

There should be more skill in using it. I don’t like nerfing an essential ability of a merc though. It leads to a precedent where all other abilities of the mercs will need to be reigned back accordingly which will make the gunfights more prominent and in turn the game more generic.

I’d like to see contrasts rather than everything being muffled back into the grey again.

If a team feels severely disadvantaged by Vasiley’s absence then that same disadvantage should be felt by missing any other merc. Not through nerfing Vasiley but by boosting the abilities of the rest. Much, much harder, but also a much better pay off.


(Smooth) #27

[QUOTE=tokamak;505801]There should be more skill in using it. I don’t like nerfing an essential ability of a merc though. It leads to a precedent where all other abilities of the mercs will need to be reigned back accordingly which will make the gunfights more prominent and in turn the game more generic.

I’d like to see contrasts rather than everything being muffled back into the grey again.

If a team feels severely disadvantaged by Vasiley’s absence then that same disadvantage should be felt by missing any other merc. Not through nerfing Vasiley but by boosting the abilities of the rest. Much, much harder, but also a much better pay off.[/QUOTE]

I very much agree with this point. We do aim to be accentuating the pros and cons of each Merc, not normalising them.

Yes it’s harder to balance and there will be somethings that are just too easy to perform and feel ‘cheap’ and those will need more skill & mastery introduced.

With the 5v5 ranked skill-based matchmaking mode still being worked on, it’s tough to tell how effective each character is when it comes to winning a stopwatch match. Right now we are working with the information we do have, including: internal reviews, playtest feedback, focus test analysis, player feedback and gameplay statistics.


(tokamak) #28

The current issue is that right now it’s not just mercs being tested but the entire game as a whole. For the game mechanics you want to use standard mercs and keep any fluking variables out as much as possible. Otherwise you just end up juggling parameters left and right.

But when it comes to the internal merc-balance, I just feel incredibly anxious about any potential ‘normal creep’ going on. I’m really happy with odd folks like Rhino, Phantom and Phoenix shaking things up, but even these mercs don’t really touch what I feel could be the limits of the game.

Maybe it’s not the right time yet. But once the game further settles it’s really worth having some crazy niche mercs to triangulate the rest on. Blizzard did this with testing their SC2 expansion. Having a solid base game they could afford taking really crazy stuff, most of it ridiculously imbalanced at first try. Flying siege crafts that could fire all-devouring plasma balls from halfway across the map, or tunneling leviathan monsters bursting out and throwing over entire armies. But that was intentional. They first wanted to stretch everything to it’s limits and gradually tone it back towards playable.

So yeah. Things like having a merc with infinite ammo or an invisible samurai really help with exploring these limits. I just think that even these mercs can be turned up a notch (in both strength and weakness) once the other stuff has settled a bit further.


(Glottis-3D) #29

Agree with tokamak. Mercs are hard to balance with all the unfinished stuff we still have. And very much agree on pushing the boundaries. Since we alrdy went sci-fi, give us teleports, blackholes, clone-image mercs (total recall), robo-merc with mg nest, lightning weapons etc.


(tokamak) #30

Just to illustrate:

A merc that allows you to swap bodies for a moment, locking the opponent in your paralysed body while you go to town inside his body. That’s the sort of crazy I’m after.

This could be implemented mildly. Like a short moment of a few seconds and then swap back. Which is fun and cute.

But you could also take it really far and make it permanent until either one of the players is killed. It sounds completely over the top, but unless it has been tested thoroughly we can’t know for sure, which may mean that you’re leaving an exremely fun element on the table. It could be that it isn’t that overpowered because idle mercs are often dead mercs anyway. But again, can’t tell until it’s stretched to such a point.

And once you establish such an extreme point, you’re suddenly forced to look at other ways to balance it rather than some hard constraint like a timer.

You could for example allow the paralysed merc to have some degree of movement. Which gives the duped player a way to move himself in front of his own team so that he can get killed as fast as possible. That suddenly leaves you with one player trying to stay alive and active in it’s hosted body as long as possible while the other player is slowly working his way to a suicide. It forces players to completely rethink the way they play the game.

That’s the sort of development constraints that can lead to new gameplay.


(S0und_) #31

http://i.imgur.com/9CxCOcD.jpg

Can you use the appropriate coloring in spectator mode?


(S0und_) #32

http://i.imgur.com/WzUYw57.jpg

Can you use the appropriate coloring in spectator mode?

Also you could make it obvious which team is which in the player view.


(Szakalot) #33

[QUOTE=S0und_;533394]http://i.imgur.com/WzUYw57.jpg

Can you use the appropriate coloring in spectator mode?

Also you could make it obvious which team is which in the player view.[/QUOTE]

since we are reviving threads:

can we forego the super ugly purple+yellow and stick to a simple: ‘attackers blue, defenders read’ or the other way around?


(BioSnark) #34

Or, allow colors to be changed in config. Purple doesn’t show well on a stream that isn’t perfect quality.


(spookify) #35

[QUOTE=S0und_;533394]http://i.imgur.com/WzUYw57.jpg

Can you use the appropriate coloring in spectator mode?

Also you could make it obvious which team is which in the player view.[/QUOTE]

Glad you picked a post from exactly one year ago to post this on hahahaha!!

  • Fun to look back and see some of the old post and what we were whining about! :smiley:

(Pakaa) #36

[QUOTE=Szakalot;533395]since we are reviving threads:

can we forego the super ugly purple+yellow and stick to a simple: ‘attackers blue, defenders read’ or the other way around?[/QUOTE]
But reading is BORING!


(chickenNwaffles) #37

> be me, 2015, playing dirty bomb
> play sniper man, click heads
> have fun
> it’s pretty hard to to it that well vs good ppl
> ppl say sniping is overly easy
> they want to nerf him
> sickmeme.jpg
> play sawbonez
> click heads, throw med packs, and revive people
> play fragger
> click heads, throw nades, never die
> play bushwacker
> place turret, and kill ppl with op gun
> play skyhammer
> kill ppl with op gun and throw ammo

Is this what people define as [I]skilled?

[/I]I even put it into a green text maymay for y’all

:penguin:Guess everyone thinks that brainlessly holding down m1 is skilled?:penguin:


(Volcano) #38

that’s some good **** posting

people say the same for cs for all that “controlled” spraying right :^)