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Experiment: 1 weekend with reduced effects for supplies and modules


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I'd like to ask for an experiment, that lasts for 1 weekend:

  • a DP will provide a 50% boost (...33% time-to-kill reduction)
  • a DA will provide 50% more armour  (...33% time-ti-kill increase)
  • a HP will fills up 2000hp per second, but lasts only 1 second (50% of what it is capable now)
  • Nitro and Mines stay like they are
  • modules get capped at 25% max protection (protections are not multipled by 0,5, but they are just capped).

 

The idea is not to keep those forever

 

But if enough players like it, then a pro battle setitng could be introduced, that allows exactly this. But the idea was talked about so often.. I think it is simply worth a try.

 

If you ask yourself "why should I be happy if my DP deals only half the bang?" -> consider that your enemy has DA packs, that cancel your DP out anyways.

 

 

 

 

 

 

 

to make the effects more clear:

You will be able to counter druggers with good dodging and skill, while skilled druggers still have the edge.

But even if they have the edge, you don't feel doomed right away.

  • a DP will provide a 50% boost  = time-to-kill reduced from 100% by -33% down to 66%.
    Instead of 10sec your enemy will die after 6.6seconds.
  • a DA will provide 50% more armour  = time-to-kill increased by 50%
    Instead of 10seconds you will surive 15sec.
    Instad of 6.6sec, you will survive 10sec
    => this levels out the DP perfectly (0,66 x 1,5 = 1,0)
  • a HP will fills up 2000hp per second, but lasts only 1 second (50% of what it is capable now)
    => use it clever! It's a strong patchup, but no 2nd life pack
  • Nitro and Mines stay like they are
  • modules get capped at 25% max protection (protections are not multipled by 0,5, but they are just capped)

 

 

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I like it. I think it will have to wait till next year though- it would not be a good idea to do this in the upcoming new year's event. I like the idea of only 50% boosts. Not sure who came up with the idea of DA and DP doubling their respective traits, but its a wee bit too strong in my opinion.

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Tbh I would like it if speed boost did double speed :D. M4 Wasp would get across Lost Temple within 3 Seconds :)

And then you would be removed from the game by the server for 'foul play' :P Not that the server could actually support a tank going that fast without gliching...

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Why experiment in game when they have a test server for this sort of thing

The thing is, that people in testservers behave like kids in a period of free candy.

 

I'd like to have it tested under real conditions.. where everyone uses his own equipment that he/she knows.

Where everyone has to household with supplies, instead of wasting them without spending a thought.

Where everyone fights seriously for crystals and therefore at least tries to play usefull, instead of just blasting everyone into bits, no matter if the flagrunner is on the other side.

 

I expect no usefull feedback, and no usefull statistics, if this would be done on the testservers.

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Good idea, as a PRO battle setting. :D

 

As much as I hate supplies I'm against reducing their power. But if it's only a PRO option...sure thing. The one downside is that it might split anti-druggers even more, giving us less drugs-off PRO battles to choose from.  People might create lots of these battles so that druggers will join as well and their battle will fill up faster. But, for the reduced power, it's okay. :)

 

However, I think that the Cooldowns for drugs in normal battles should be made longer. Much longer, so you have to actually use supplies when you need them, not just to save your k/d. 

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Good idea, as a PRO battle setting. :D

 

As much as I hate supplies I'm against reducing their power. But if it's only a PRO option...sure thing. The one downside is that it might split anti-druggers even more, giving us less drugs-off PRO battles to choose from.  People might create lots of these battles so that druggers will join as well and their battle will fill up faster. But, for the reduced power, it's okay. :)

 

However, I think that the Cooldowns for drugs in normal battles should be made longer. Much longer, so you have to actually use supplies when you need them, not just to save your k/d. 

Simply buffing them as a PRO option would do literally nothing. If I am going to make a PRO battle with a different form of supplies, I will just turn them off. Other PRO games will have them either completely on or completely off. Another problem with this is cost. If supplies are going to be buffed (which I am a firm believer in), the prices need to be cut as well, to balance out the decreased effectiveness. If drugs are worth different amounts in some battles, there is not a way to balance out the price. All drugs used in a reduced-effectiveness battle would not be getting their potential for crystals spent, which would be another reason nobody would play in PRO battles with reduced strength drugs.

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You could almost say this was completed, but instead of supplies' power we got a reduced cooldown. Who knows, maybe the next "experiment" will be reduced power?  :ph34r:

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You could almost say this was completed, but instead of supplies' power we got a reduced cooldown. Who knows, maybe the next "experiment" will be reduced power?  :ph34r:

The experiment undertaken mid of Feb.2017 was very different from what I asked for in this thread.

I asked for a reduction of the supplies power and for a reduction of the modules (all cut by half).

 

Today fighting vs a tank on a single drug is like you fight an M4 with an M0 (roughly)

With my proposed adaptations it's like you fight an M4 with an M3. Still hard and tough.. but bearable.

 

To make supplies less anoying, to value skill way more, and to gain a gamemode where heavy supply users and low supply users can coexist, was the target.

 

 

 

With the values I gave:

- a Tank with max module would not last 2x as long, but only 1,3 times as long

- a tank with DA would not live 2x as long, but only 1,3 times as long

 

 

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Yeah, I personally think devs won't go with that option. They think supplies are really fun (and most players agree) so nerfing their power is not the way to go. We'll see what other options they come up with...

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I think so too.

supplies are ment to create that "whoo-hoo !!!!" kind of excitement.. and this would be gone with the reduced power settings.

 

 

Of course supplies provide this only as long as your enemy does not counterdrug.

And of course they are in no way fair if played vs nondrugged players; which my proposal would have.. settled quite a lot.

 

 

But if this excitement is to be kept, then cool downs are the way to go.. you keep the excitement, but you can't be OP all the time. And a request for different SCD times (extended, normal, off) is already in the new threads a couple of times :p

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Reduce effectiveness of protections, just set them to 20-30% maximum, higher is similar to double armor against specified guns... I know that you probably answer with: "You could change weapon.". For me it isn't an answer because if i want to play a game with that gun, i MUST NOT be forced to change for protections. The idea is good, but you gave it too much power. Just nerf it.

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Reduce effectiveness of protections, just set them to 20-30% maximum, higher is similar to double armor against specified guns... I know that you probably answer with: "You could change weapon.". For me it isn't an answer because if i want to play a game with that gun, i MUST NOT be forced to change for protections. The idea is good, but you gave it too much power. Just nerf it.

I completely agree with that idea.

I understand that protections are ment to make the game more diverse, but the 50% are completely overkill. 50% protection mean 200% survival time,

 

Changing the turret is often no alternative, as a free player can only afford 1shortrange, 1midrange + 1 longrange turret (plus 2 hulls). What should he change to?

 

 

I would leave M0s as they are, and reduce M4s to 30%,

The M1, M2 and M3 would be spread out in that range.

 

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Yeah sure, with 30% max against Shaft, we would never be able to capture a flag in Highways...

Really? Do you take the highway home or to you go down between the pillars?

 

Anyways, different turrets work better/worse on different maps. Your argument points out very clearly that highways is maybe not the "most balanced map regarding turrets" (to put it with some diplomacy regarding the map designer :p)

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It's the same for Brest or Monte Carlo. 30% against Shaft makes you weak.

 

Same for Railgun. 30% vs a M4+alteration railgun with DP will take you 80% or more of your HP.

 

Clay is already weak vs my M4 Rico, so I can't imagine vs only 30% :D

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