lfnetwork.com mark read register faq members calendar

Thread: Balancing
Thread Tools Display Modes
Post a new thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Prev Previous Post   Next Post Next
Old 12-10-2006, 06:01 PM   #1
UDM
 
Join Date: Mar 2003
Posts: 922
Balancing

I'm sure everyone finds the pistol and explosives pretty useless right now. Also, imho the blaster and rocket launcher are in serious need of balancing right now. First, I need to talk about Force Sense. I hope it will be made always active.

I would suggest the following for the weapons' primary and secondary attacks:

------------------------------
Pistol: good for attacks of long and med range, bad for short range due to slow rate of fire

Pri attack: Opens up a "homing" reticle on the enemy that you're aiming at, similar to the rocket launcher's homing function. The reticle takes about 3 seconds to complete the revolution. Once that happens, releasing the fire button will make the pistol's projectile unblockable, but dodgeable. I suggest it cuts off not too much DP, but not too little. Maybe one shot will cut off about 6DP

Sec attack: Normal fire, about the same speed as the E-11

Evaluation: I would say this would make the pistol a good choice of a weapon for any merc, as its fast firing, and good against both Jedi and Mercs. The downside is that its ROF is slow, but it makes up for it with sheer accuracy
------------------------------

------------------------------
E-11 blaster rifle: good for short range and medium range attacks, bad for long range attacks due to inaccuracy

Pri attack: like it is right now

Sec attack: not full auto, but a burst fire mode, like how the stormtroopers fire them. Fires about 8 projectiles every 2 seconds, but very inaccurate ie. spread is larger than normal fire and eats ammo for breakfast (takes up 12 ammo)

Evaluation: very standard gun for rifle buffs, can be a very useful tool in many situations. I'm guessing that pros at this gun may even score lots of kills for long range attacks, but newbies will definitely feel at home with short and med ranged attacks
------------------------------

------------------------------

Bowcaster: average firepower for all range of attacks due to slightly lower damage than the blaster and disruptor

Pri attack: should use the secondary attack for this instead, since I've never used the primary attack before and the secondary attack has always been more practical for me

Sec attack: opens up a scope. I can help design the GUI for this. The Bowcaster, in scope mode, fires exactly like primary mode, but the difference is that you get to hit long distance targets more easily

Evaluation: a weapon that newbies may prefer due to its friendliness and ability to adapt in most situations. However, specialists in specific ranges may not choose this as it is a jack of all trades but a master of none
------------------------------

------------------------------

Disruptor: average for all distances since long ranges make up for lack of speed with power, and med/short ranges make up for less power with more speed

Pri attack: as it is right now, damage and rate of fire comparable to Bowcaster and E11

Secondary attack: Opens up the scope too. However, I think we should just scrape the whole "charge up" thing because it's too impractical here. It takes too long to charge up, plus the DP damage is simply not worth it unless you're a killstealer. I think the Disruptor should fire at a slightly slower rate, but does more damage. This makes it more practical at a long distance, and at the same time, it does not turn into a second bowcaster with a different model

Evaluation: Like the bowcaster, the disruptor offers adequate firepower for all situations, and it is more effective at longer ranges, but it does not dominate because, despite the power offered when scoped, it can still be avoided by simple maneuvres
------------------------------

------------------------------

Thermal Dets: good for all ranges, but hindered by time taken to explode and self-damage

Pri attack + sec attack: a room clearing device. Simply put, this should be a weapon of mass destruction, being able to crush a room of people. It's impact should be so large that even people from the other room take DP damage. Of course, the downturn to this is that YOU, the user, are not protected from it as well. Also, it takes about 5 seconds to explode (time it leaves your hand + time it takes to complete the beeping sound). It gives people the opportunity to RUN like hell, but not enough to completely escape unscathed. I suggest the Thermal Dets be made un-auto-force-pushable, as things may get very confusing

Evaluation: the most powerful weapon in-game, but also the most self-destructive one. It's a love-hate kind of weapon, and players wouldn't choose this as a weapon unless they've got plenty of escape plans, or they've got a tendency for watching huge explosions. Ok I'm kidding, most players would choose this
------------------------------

------------------------------

Repeater: excellent for close range attacks

Pri attack: seems balanced enough right now ie. low DP damage, insane rate of fire

Secondary attack: wow this is very easily exploitable. The ball of energy cant be force pushed, nor can it be easily avoided as its radius of impact is quite big. I think the ball of energy should move in a straight line instead of an arc, and that it should move quite slowly. Damage and radius of impact should not be touched. This gives users a higher chance to escape from the full devastation of the ball. Also, should eat up slightly more ammo than it does now so users do not over-exploit this at closer ranges. People exploit this easily because it causes them to fall too, thus Jedi are at a disadvantage here. With Force Speed, however, we may be able to avoid certain death easily if we slow down the movement of the ball

Evaluation: an excellent weapon for short and med ranges, but its attacks fall in 2 different extremes. Pri attack falls under the "fast and furious but crap power" category. Secondary attack falls under the "devastating old man" category. In other words, it is a very powerful weapon, but easily countered using the right tactics. Most players would choose this because it feels fun to be a heavy infantry though, and it's also easy to score kills in the hands of an expert
------------------------------

------------------------------

Golan Arms Flechette: excellent for close range and med range attacks

Pri Attack: Rate of fire should be increased, since it's possibly one of the most useless weapons right now imho, especially at longer ranges. Even at shorter ranges, it's not practical, as projectiles get deflected easily. Besides ROF, I think nothing else should be changed

Sec attack: The time taken for balls to explode should be 1 second after they come into contact with a surface, or instantaneous explosion once they touch another player. Balls should still be auto-pushable, or force pushable. I think the balls should also increase the radius of explosion, maybe slightly less than the current thermal dets' radius

Evaluation: It is a choice weapon for those who like to get up close and personal, and it also gives players ample protection when against hordes of enemies. Though it is rather useless at longer ranges, it is a pure killing machine when close to the enemy
------------------------------

------------------------------

Rocket Launcher: excellent for med attacks, average for short range attacks, horrible long range attacks

Pri attack: fires at a rate of 1 every 2 seconds. Right now Pri attack makes it take tooooooo long. However, the speed of rockets should be slower, making it a poor long range weapon and the power of every rocket should be reduced as it moves out of the center of the point of explosion. This means that the enemy still suffers splash damage, but not as much as right now, where being anywhere near the radius will cause the enemy to fall.

Sec attack: charges up ammo and prepares to fire it, at a rate of +1 every 2 seconds, with a max of 4 missiles fireable at one shot. Every additional rocket loaded up into the firing chamber will have a "CLICK" sound to let the user know how many rockets he has ready to fire. Once the max number of rockets are in the firing chamber, the rocket launcher automatically fires the rockets. This means that players cannot exploit the system by always loading up rockets first before encountering an enemy. I got the idea from Unreal btw :P

Evaluation: It is a rocket launcher! Good for preparing your steak medium! The primary attack offers quick and devastating attacks, but it is easily avoidable due to the slow movement of the rockets and the fact that the rocket is most effective only when it scores a direct hit. It can be made up for, however, with the secondary mode of fire, whcih will most likely kill anything in its way. The downside is that, by the time you realize you need to use it and loaded it up with 3-4 rockets, you'd have already gotten your ass kicked
------------------------------

------------------------------

Conc rifle: Good for long and med ranges, average for short range due to lower DP damage than the rocket launcher but offers kickback ability

Pri attack: Pri attack should offer more damage (notice the big ass rail/laser it fires) but at a slower rate and eats more DP. It offers a quart more damage than the disruptor's scoped mode suggested above, but it offers no scope and it is slower. Its damage should be somewhere between the disruptor's scoped mode and rocket launcher. Nevertheless, it offers massive kickback to propel enemies away. Can be easily countered by fast maneuvering enemies

Sec attack: Offers less kickback and less DP damage, but fires faster and eats less ammo

Evaluation: this should be an interesting weapon to use. It is powerful in itself, but not that powerful enough to score a kill all the time; it can used as a weapon for guerilla tactics due to both attacks. However, guerilla tactics can still be easily countered by a fast Jedi or a quick-fingered Merc (pistol, anyone?)
------------------------------

Det packs

Pri attack and secondary attack should be left untouched. However, they can be countered ie. not an all killing device. I shall talk more about the bolded words below: Mercs can disarm det packs with seeker bots or simply shoot them, while Jedi can use Force Disable to disarm them

Now about those bolded words...

I think seeker bots are not really worth buying right now, besides being able to offer some small firepower assistance. However, they would be made more useful if given the ability to detect and destroy det packs or trip mines, if the mercs are lazy or fail to detect the det packs or trip mines

Also, a good force power to use would be Force Disable. I think we can borrow Tobe's force lightning effects for this, or we can use the Force Drain fx. This offers 2x-4x damage against bots, and is the only power capable of destroying det packs/tripmines, but does not hurt other players. To further its usefulness, I suggest it be able to deplete the merc's fuel more easily, and also being able to destroy his seeker bot, as well as slowing down the enemy's rate of fire (at a rate of 0.5-0.7, from level 1 to 3 respectively). Force Disable also kills thermal dets, but a level 3 Force Disable is required

I know I didn't mention tripmines and the EMP rifle, but that's because I'm lazy to. I never use the EMP rifle anyway lol, so if anyone's got suggestions, throw them in
UDM is offline   you may: quote & reply,
Post a new thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Community > Hosted Forums > Open Jedi Project (OJP) > Balancing

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:55 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.