What would be more interesting is an aggregate k/d ratio per team in the score tab rather than revealing that of the individual players.
respawning TIME!
We used to have the XP as the first displayed stat on the scoreboard. We also had the number of assists, we had awards given to people who contributed the most or were the best at their job etc.
Once we also had only a global score instead of this emphasize on your personnal achievements & k/d.
[QUOTE=MrFunkyFunk;514993]We used to have the XP as the first displayed stat on the scoreboard. We also had the number of assists, we had awards given to people who contributed the most or were the best at their job etc.
Once we also had only a global score instead of this emphasize on your personnal achievements & k/d.[/QUOTE]
this wont change the game.
Did I claim so?
I was replying to tokamak.
It’s also one of the markers for the change of focus from a true team based model to one where the single player is more important than the team.
But nonetheless, feedback won’t change the game.
It’s nice & all to act pleasantly surprised when a great post is made but there are 2 years worth of forum posts that explored and offered analysis & suggestions on many aspects that are still discussed today (and complained about).
Agree. This will not change people’s playstyle.
Plus, its a golden standard to show people’s k/d, and everybody (above 1k/d), likes to see theirs. Alternative would be to only display it at the end of the round, but I think problems lie elsewhere then merely the fact that k/d is displayed.
“You must spread some Reputation around before giving it to Szakalot again”
Oh come on I don’t like lists are fun sometimes… They probably go hand in hand with Flame Posts hahah!!! 
But to Szakalot’s post and Anti’s I am sure SD wants to stay away from Rambo Medic’s; that has been clear since day one of DB… I personally think they have taken the wrong path with limiting self regan, speeds and many other things…
Maybe baby steps are needed this next update to slowly zone in and balance the merc’s…
Example: (From Current Patch)
Give Saw and Phoenix 100hp and the same speed.
- Increase Phoenix Damage by just a small amount and lower ROF slightly
- Saw Guns can reduce damage slightly…
- Fragger (get this) Increase Speed to right below Saw and Phoenix…
- Fragger Keep HP at 150
- Reduce Fragger gun damage slightly
- Thunder (get this) Increase Speed to right below Saw and Phoenix…
- Thunder from 160 HP to 150
- Reduce Thunder gun damage slightly
*Give Medics full self regeneration!
-
Allow them to stay alive to help other teammates
-
Saw’s Pack to 25% MIN HP per Pack and then Regen
-
Phoenix gets 4 bursts in a larger area and also heal a min of 25%
-
OR keep his gun weak and lower is ROF slightly to make him even more weak HOWEVER add 4 Heals like saws packs that he can burst to give him a chance against a Heavy… This will take skill… Aiming, RLRL and Ability dump…
Smooth mess around with hit kick… Its at 40% and you could possible leave it there if you fine tune animation or recover or crouch recover or something to make it a little less weird feeling…
Fragger - Heck I would make Fraggers nades even a little stronger! I simi like the 2 nades on a timer but shouldnt he go seek out a ammo dude? You are not promoting Teamwork by cooldowns!!
***Overall I would like to see more balance speeds separated by Abilities and Guns… I like the way the kick was going but tone it down a little. Weaker but accurate guns that can separated skill levels… Again a Fragger meeting a SAW straight on the saw should get crushed but a Saw running at a fragger at mid range should be a fair fight if the saw takes a pack or two but that also give the fragger time to nade…
- I think what has a big effect is player Size and combined with speed it is almost to much… You have these fast little shotgun people that fly all over the screen… What if you made them 100HP and the same speed at old SAW? They are already smaller and have smaller hit boxes… Shouldnt that be enough?
-Same goes for Rhino… He SUCKs at mid to long range and is slow a crap! Give him a speed boost and make his hit boxes bigger…
Again More Balance speeds separated by size, abilities, hp and guns…
Obviously maps need more also because we mentioned that in other posts.
Don’t hijack the thread! : P
You suggest a lot of balance changes without giving justification, such posts can go on forever : P
[QUOTE=Szakalot;515018]Don’t hijack the thread! : P
You suggest a lot of balance changes without giving justification, such posts can go on forever : P[/QUOTE]
I gave justification… Make TTK slower and create teamwork
What I mean is:
arguing whether Thunder should be 160 or 150hp is really not up to us. Devs have the stats, they can make an educated guess which way to fiddle with the numbers.
Rather than talk specific numbers, we can discuss our opinions: how a thunder feels more OP, so maybe his HP can be decreased, that type of thing.
Nvm, didn’t mean to bash yoru feedback, which you already gave plenty!
[QUOTE=Szakalot;515021]What I mean is:
arguing whether Thunder should be 160 or 150hp is really not up to us. Devs have the stats, they can make an educated guess which way to fiddle with the numbers.
Rather than talk specific numbers, we can discuss our opinions: how a thunder feels more OP, so maybe his HP can be decreased, that type of thing.
Nvm, didn’t mean to bash yoru feedback, which you already gave plenty![/QUOTE]
You are right I should have justified Thunder 160 to 150 feedback a little more… I want thunder back to 150 because it would only take one HS from the main sniper weapon… I personally think Rhino should be the only merc that can survive a HS from VAL’s main gun.
