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Best solution : remove group in team Juggernaut to prevent healing abuse + Isida, shaft and thunder healing aug won't heal the JGR no longer. Now, the Juggernaut can only survive by playing smart and having a decent team

Edited by Soothing
  • Agree 1

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Seems fair enough

On 9/22/2022 at 6:12 PM, Maf said:

only if it's accompanied by some other buff to make Juggernaut stronger.

Buffed Juggernaut and my most hated gamemode says hi to you in MM.

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I would create protection for  juggernaut only - when you get juggernaut you will have this protection and it would be just like spectrum 25 % for all turrets - for everyone without exception. 

Also - Augments like railgun hyperspeed would have cap dmg  to 7,5K (if used by right way)

Viking  OD - when shooting jugg with active OD your dmg will be reduced by some coeficient (just like its multiplied by its OD then jugg would have be exception and it would have be divided.)

No healing,   except OD and Boxes picked up from juggernaut. Increased heal from boxes to 2K  for repair boxes 3K 

Make it not abuseable - RANDOM player will get juggernaut at the start  (not one who dies first after 12:30) and random player will get jugg after previous was destroyed (not same as before for at least next 2 jugg such player wont get jugg then its chance will increase by every jugg. 

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I don't agree with this because of OP augments that can take out JGR so fast, such as scorpion tornado, thunder vacuum, ricochet helios, hammer assault magazine augment, vulcan with critical damage (because of dictator overdrive) = armadillo protection required, striker cyclone launcher, railgun hyperspace round, etc... 

Edited by Soothing
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On 2/8/2024 at 3:45 AM, Soothing said:

I don't agree with this because of OP augments that can take out JGR so fast, such as scorpion tornado, thunder vacuum, ricochet helios, hammer assault magazine augment, vulcan with critical damage (because of dictator overdrive) = armadillo protection required, striker cyclone launcher, railgun hyperspace round, etc... 

It can be resolved by increasing juggs HP or by having not 25 % but 50 % protection for all turrets  Lot of augments you mentioned are good only with vikings OD, Like helios - what is that going to do? Most of the time helios users die after salvo, its good only with viking OD. Vacuum thunder is annoying but seriously... if you are not noob then after first or second hit you just relocate your position so he is not able to splash kill you, or you go kill him.  Hammer assault magazine is same as helios... weak against jugg if not used by viking OD.   Railgun hyperspeed whould have cap dmg for juggernaut, I said 7,5K but it can be lower like 5K.  With protection for all the things you would have also prot against crits. Scorpion is cancer I agree but that goes for specific maps. Jugg as it is now is just unplayable.. so many factors that can go wrong.... I just hate idea that winning or loosing depends on one guy who does not bother to rotate his turret and players like that dies often so they have better chance to get juggernaut, also those are players that does not care about protection etc... Healing is also deciding factor... one team has shaft emitters and 2 isida suport nanobots who only follows juggernaut ready to use their OD to heal him when he needs....  By not having option to heal  it would be more skill based than it is now... noobs would die soon and good players would survive a lot longer, maybe I would created super repair kits (just like nuclear box) and one would have been droped every xy minutes - such box would heal 33 % of juggs HP  only jugg could pick it. I know that its not perfect but  it cant be worse than it is now

Edited by NikmanGT

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On 2/7/2024 at 5:52 PM, Tekken8 said:

Healing is also deciding factor... one team has shaft emitters and 2 isida suport nanobots who only follows juggernaut ready to use their OD to heal him when he needs... thats just bull****. 

More often likely than not is the direct result of groups..

A team with random healers are much less organized and coordinated than a team with grouped healers.

I've even seen at least a few instances where a group of non healers can easily dominate the battle.

Even if you remove healing the jug, the consequences will be:

1) grouped and random healers will just look for the next strongest player and heal them essentially turning them into juggernaut 2.0.

2) grouped non healers can still easily dominate the battle.

3) other game modes will still be prone to 1 and 2.

4) Players will just focus solely on trying to kill the enemy jug regardless of how fast their own is dying. The objective is to try to keep your teams jug alive for as long as possible while trying to kill the enemy jug.

So its a lose-lose-lose-lose situation.

If we really want a solution, then it would be to remove groups or at least significantly nerf their capabilities.

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On 2/8/2024 at 4:14 AM, PirateSpider said:

More often likely than not is the direct result of groups..

A team with random healers are much less organized and coordinated than a team with grouped healers.

I've even seen at least a few instances where a group of non healers can easily dominate the battle.

Even if you remove healing the jug, the consequences will be:

1) grouped and random healers will just look for the next strongest player and heal them essentially turning them into juggernaut 2.0.

2) grouped non healers can still easily dominate the battle.

3) other game modes will still be prone to 1 and 2.

4) Players will just focus solely on trying to kill the enemy jug regardless of how fast their own is dying. The objective is to try to keep your teams jug alive for as long as possible while trying to kill the enemy jug.

So its a lose-lose-lose-lose situation.

If we really want a solution, then it would be to remove groups or at least significantly nerf their capabilities.

Well first point do happen but not really often, you have to be lucky to find one good isida player who know how to heal properly by not blocking you etc... yes it happen but not often, in juggernaut mode (after change) such player would have been focused by enemy jugg.

Second - yes groups are OP, I would say to balance jugg mode it would require group go against other group, other modes are unbalanced by this too so maybe one solution could be that group of  3 players can only play maps where is 10v10 and more players (bigger maps)  This is unfortunately hard to balance if you dont want to destroy purpose of groups or make it so that nobody will want play in them.

foruth , yea but the more players  go against jugg. the faster he will have OD to heal himself, well its true that objective is survive as long as possible but it does not mean you should have immortal juggernaut because he has 2-3 healers constantly healing him and jugg is only farm kills without any threat ending up with 80:0 K/d and whole battle was just two juggernauts who were farming kills for scoore. There is reason why you need to kill 10 of them to end and win battle. Its obvious that after healing change they would die more often but it would be skill dependand and also good team would provide more protection while weak team does not so in the end everybody would contribute to ´winning not just juggernaut himself and his two healers.

 

Remember if jugg have 50 % protection then if he is good he can easily kill enough players to have his OD ready before he dies, (viking OD nerfed, max CAP dmg 5K for certain augments etc)  I dont mind healing in other modes even if it makes specific player jugg 2.0  you can one tap him with many augments, you can use almost every ODs to cancel such attack and destroy that player, it does not apply for juggernaut. I said it it wont make that mode perfect but it cant be worse than it is now... 

Edited by Tekken8

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On 2/8/2024 at 8:51 AM, Tekken8 said:

Well first point do happen but not really often, you have to be lucky to find one good isida player who know how to heal properly by not blocking you etc...

For isida players, its usually common sense to be behind the person you're healing. Furthermore, if they want to be more coordinated, discords voice calling helps them out much more effectively than chat messages.

Also, healers can also choose healing emitters for shaft or healing nanobots for thunder for healing at a distance if they have them.

There's also a few ODs with healing capabilities.

On 2/8/2024 at 8:51 AM, Tekken8 said:

This is unfortunately hard to balance if you dont want to destroy purpose of groups or make it so that nobody will want play in them.

Either of these outcomes would be fine.

On 2/8/2024 at 8:51 AM, Tekken8 said:

well its true that objective is survive as long as possible but it does not mean you should have immortal juggernaut because he has 2-3 healers constantly healing him

How many of those healers are actually randoms and not grouped?

From my experience, a team with more than one healer, is usually a group. Barely 1% chance that its just 2 random healers that got lucky to be on the same team.

On 2/8/2024 at 8:51 AM, Tekken8 said:

I dont mind healing in other modes even if it makes specific player jugg 2.0  you can one tap him with many augments, you can use almost every ODs to cancel such attack and destroy that player, it does not apply for juggernaut

Jug 2.0 could equip the necessary protections and drones against that augment. If their healers are nearby and have OD ready, they can use their OD to counter yours.

On 2/8/2024 at 8:51 AM, Tekken8 said:

I said it it wont make that mode perfect but it cant be worse than it is now... 

So you just want a half-arsed solution?

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On 2/11/2024 at 8:55 PM, PirateSpider said:

How many of those healers are actually randoms and not grouped?

 

I meet such healers quite often tbh. Many players will choose healing combo just to heal juggernaut without any group, actually I did it to when I came back into game last year.

On 2/11/2024 at 8:55 PM, PirateSpider said:

Jug 2.0 could equip the necessary protections and drones against that augment. If their healers are nearby and have OD ready, they can use their OD to counter yours.

 

OD does not make you immortal, yes it has capability of healing you but thats it.  If you have enough players in team there is high chance that there will be either pulsar or more than one status effect, plus if there is someone who can one tap them, then there is even possibility that such player will chose lifeguard and it will make him even more vulnerable to l status effect. If he chooses protection against you I believe you have another strong combo to counterattack it. If I use crusader OD one of them is most likely dead, I can use hunter OD, how you conterattack that ? by using repair kit wasting 2/3 or 2/4 of your HP and not being able use RK next 10 sec (minimum). Ares OD will probably kill them too. When there is a shaft healer and I cant attack him and I am not able to kill player he is healing then I just retreat (or die) and then am going to focus on that healer (if possible ofc) There are scenerios where it seem like such player is immortal but if you have normal team then such player wont be able survive (or should not be) if he attack on flag. Its worse for attack and rugby mode thats why I suggested shaft emitter to be nerfed. In the end you can leave such match and start another one without that particular group. 

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On 2/13/2024 at 6:24 PM, Tekken8 said:

I meet such healers quite often tbh. Many players will choose healing combo just to heal juggernaut without any group, actually I did it to when I came back into game last year.

I seriously doubt you find two or more random healers in a team per battle very often though.

On 2/13/2024 at 6:24 PM, Tekken8 said:

If he chooses protection against you I believe you have another strong combo to counterattack it.

Unless of course he's protected against your preferred or ideal turret. Also why do they need to target only you when there's plenty of other fish to choose from?

On 2/13/2024 at 6:24 PM, Tekken8 said:

I can use hunter OD, how you conterattack that ?

Dictator OD, paladin OD, EMP immunity, keeping my distance, or simply killing you before you activate OD.

On 2/13/2024 at 6:24 PM, Tekken8 said:

In the end you can leave such match and start another one without that particular group. 

Only to possibly be put into another battle with a different group.

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In TJR stop making the player who gets juggernaut random because its not fun anymore when a low rank in Legends lobby gets it or even legend that doesnt know how to play and just stays at 1 spot or jsut moves around witout shooting, reverse the updates for TJR in the last 3 months it was player and youtuber favourite mode now you made it bad and not fun anymore.

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A small team of players must defend a part of the map, sort of a base, from attacks by hordes of bots. The attacks comes in waves which gets harder and harder the more waves the players were able to survive.  The hordes should have as many bots as Tanki can spawn. The bot-tanks have short-ranged weapons only. Only large maps should be used for the gamemode I think. Maybe the maps could be modified with a "base", with towers and walls and secret corridors and rooms to use to survive. The team can retreat deeper into their base if they get overwhelmed, but eventually it's a dead end.

I don't know how the gamemode should work, but it could be that each player can only die a certain amount of times until they get kicked out of the match.

To make the gamemode more fun it has a horror-theme - nighttime, creepy atmospheric background soundtrack, and the bot-tanks make creepy sounds when they drive.

I imagine how the players wait in their base for the "zombie-horde" to come and hear these creepy track-noises come closer and closer in the distance... ? 

Edited by demon09

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Add a Hold the Flag Game mode in which there is a flag dropped in the center that can be picked up by one team and it can bring it back to the base. The team win that has the flag at the end of the battle or that has picked up the flag for more time (where a counter can be incremented for the Team holding the flag, if you required)

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On 3/14/2024 at 3:52 AM, iamjasim said:

Add a Hold the Flag Game mode in which there is a flag dropped in the center that can be picked up by one team and it can bring it back to the base. The team win that has the flag at the end of the battle or that has picked up the flag for more time (where a counter can be incremented for the Team holding the flag, if you required)

Basically, holding the flag for certain period of time to score? 

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Alternative 1: Hold 1 Flag for 3 to 5 minutes then the counter increments and then the 2nd flag spawn after that. (My brother said)
Alternative 2: Just 1 Flag for the whole battle from start to end. No delivery point just a starting point. (What I initially thought)

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On 3/15/2024 at 9:15 AM, iamjasim said:

Alternative 1: Hold 1 Flag for 3 to 5 minutes then the counter increments and then the 2nd flag spawn after that. (My brother said)
Alternative 2: Just 1 Flag for the whole battle from start to end. No delivery point just a starting point. (What I initially thought)

For the 1st option, if the flag holder gets destroyed (say, the limit is 3 minutes and they held it for 2 minutes) and their teammate picks the flag, does the timer resets back to 3 minutes or the timer continues to run. I do imagine if the opponent team picks the flag, the timer resets.

2nd option... where will the flag spawn?

Edited by FrozenRailgun

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On 3/16/2024 at 8:54 PM, FrozenRailgun said:

For the 1st option, if the flag holder gets destroyed (say, the limit is 3 minutes and they held it for 2 minutes) and their teammate picks the flag, does the timer resets back to 3 minutes or the timer continues to run. I do imagine if the opponent team picks the flag, the timer resets.

2nd option... where will the flag spawn?

Alternative 1: The timer doesn't reset for the team (previously holding the FLAG) until any opponent pics the Flag else it continues for any Teammate.

-For both alternatives the Flag is spawned at certain places like a Rugby drops at separate places on maps (and obviously everyone knows how a Flag should spawn ?).

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Hi, 

I played some years, and took many battles until now, we need a new thing on the game, every single thing is about destroy and destroy tanks, thats the porpose the game by it self, BUT, i believe now with the advance of bots QI , we can bring different modes that is like rpg, or hiden and seek with bots, like, a wasp coming randomly to find someone on map, or maybe a player, but with vision reduced, its about bring new things to the game, remember that christimas map? that have like a montain to go to top, that could be some adjustments, and remember that olds special boxes? That´s it! They will change the mechanic of your tank, making your tank like a parkour tanker. Also suggest some Campaing mode, with groups, can merge all of then if be fun, its like ddtank, you could be in a game of precision, but also go agains special maps, with drops and others things, also that could have a daily limit for pvp not being alone with always 10 players, stop missions and others things that make progress to the game, and with this news recources, also could be new modifications to special boxes, upgrades on them and anything like that, like rpg, well, at least i believe in that and dont take so many code changes, since most of mencioned things are existing or are archived(since if its a recourse that need to come back, already have the code)

Campaing modes

https://imgur.com/a/QGrR3Qf

Hidden and seek

https://imgur.com/a/M33G45R

(i cant upload with the botton for some reason)

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MAP:- This map has nothing, Just a plain field like Football field . 

Mode:- At the start of battle 3 flags are placed in the middle of field. The aim of this mode is to hold the flags for the longest time. The team who holds the flags longest win. 

To balance the mode and discourage camping all long range turrets are banned (railgun, shaft, Gauss, magnum).

Team Size:- 10V10.

Edited by KILL_BILL_CHAUHAN

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That just sounds like an alternate version of Siege.

Would be more interesting if it was like Tail Tag from Fall Guys (if anyone remembers), where you have a limited number of objects on the map (less than the number of players), and you get points for every second while holding one of the objects, but if you get killed, the object goes to the player that killed you. At the end, the player with most points wins.
But this works best as a solo game mode, so it might work for a special event mode.

Anyway, devs don't plan to add any more core game modes besides Deliver The Payload (maybe, eventually).

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On 4/2/2024 at 11:38 PM, Maf said:

That just sounds like an alternate version of Siege.

Would be more interesting if it was like Tail Tag from Fall Guys (if anyone remembers), where you have a limited number of objects on the map (less than the number of players), and you get points for every second while holding one of the objects, but if you get killed, the object goes to the player that killed you. At the end, the player with most points wins.
But this works best as a solo game mode, so it might work for a special event mode.

Anyway, devs don't plan to add any more core game modes besides Deliver The Payload (maybe, eventually).

In siege there are fix point to capture. In this mode players have to hold the flag, they need to keep running and dodging enemies as long as possible. Also in siege all the concentration is fixed at the single point, but in this mode with three flags everyone can participate without worrying about campers.

I don't know about Tail tag but it sounds like solo Juggernaut mode. I mean you get to be the next Juggernaut if you killed him. 

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On 4/2/2024 at 8:20 AM, KILL_BILL_CHAUHAN said:

To balance the mode and discourage camping all long range turrets are banned (railgun, shaft, Gauss, magnum).

I mean if the map has little to no cover, then there'd be no point to camp anyway.

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On 4/2/2024 at 10:58 PM, KILL_BILL_CHAUHAN said:

In siege there are fix point to capture. In this mode players have to hold the flag, they need to keep running and dodging enemies as long as possible. Also in siege all the concentration is fixed at the single point, but in this mode with three flags everyone can participate without worrying about campers.

I don't know about Tail tag but it sounds like solo Juggernaut mode. I mean you get to be the next Juggernaut if you killed him. 

Sounds like my interpretation (and the idea of Tail Tag) is quite similar to your idea. The only difference is that in my version, the player simply needs to kill the flag holder to become the new flag holder, while in your version, the player needs to kill the flag holder and then actually pick up the dropped flag. Still very similar.

 

On 4/2/2024 at 7:20 PM, KILL_BILL_CHAUHAN said:

To balance the mode and discourage camping all long range turrets are banned (railgun, shaft, Gauss, magnum).

That's cute. Let me just get my Hunter Hammer, Helios Rico and Hyperspeed Thunder. Also you forgot that Scorpion exists.

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