Balance ideas revisited

AnniDv6
Posts: 1039
Joined: Mon Dec 12, 2011 3:25 pm

Re: Balance ideas revisited

Post by AnniDv6 »

Hardly anyone armors up into warrior after hitting up an inventory station so I don't see what good removing weapon slots could do for it? What's your reasoning for this? If anything I think it's an underused armor because 90% of the game warrior is laser turret fodder and has no weapons to reliably take down defense that has too much health or is buried by a pitchfork so that splash damage can't harm it and you're forced into using builder or a particle beam. Also if you do need to rush the flag for the 10% of a match that you won't die to lasers you already spawn with the beacons so there's no need to waste time going to a station.

The vulcan spread makes it pretty balanced when compared to the other chainguns in my opinion. Why do you think it's overpowered?

I completely agree about the phase disrupter splash damage. There have been so many times where I am having a good fight with someone on the field until they shoot one badly placed shot with that weapon that hits the ground 30 meters away and somehow blows me away. The reload time is also obnoxiously long and ends up feeling glitchy when you can't switch weapons or end up not knowing if you already tried to or not. I would like to see less damage and less splash with a faster reload tried out.
Ninetails wrote:Increase "Touch to assassinate" rate please :P
I can't stress enough how much I hate chance in video games. Relying on a random chance takes away the ability for skill to come into play because it's taking the control out of the players hands and then leaving it to a roll of the dice. In annihilation I don't know when I am randomly going to drop the flag as a ghost, I don't know when I'm going to randomly get a good launch or a bad one from a jump pad, when I'm going to randomly assassinate someone or not, when my jailgun is going to jail the other person or myself, when a pussycat is going to detect me or not etc. Someone should've slapped Plasmatic for putting so many things in annihilation up to chance.

The assassinate feature could easily be made into a weapon where you have to click to hit players with a simi fast fire rate and it would one hit lights, two hit mediums and take three to kill heavies. Shift has the right idea with the lance knife thing.
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S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: Balance ideas revisited

Post by S_hift »

DaJ4ck3L wrote:shift tell me one hmer in the server that just wrecks your shit everytime?
eliminator, but only when he wants to be an asshole and hide behind walls.
meantreat same thing^

then there are the ones who hm and camp with tank who i can never figure who they are, because the server doesn't say. "got shot with *****tank cannon.

or fish when he hm camps with jailgun hiding behind corners.


but there are a lot who still do, they're just pretty bad with it. None of them rly rek my shit. except maybe the tank noobs.
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justR
Posts: 382
Joined: Wed Jul 17, 2013 4:06 pm

Re: Balance ideas revisited

Post by justR »

S_hift wrote:@Fixious; In a server where half the people use hm I find this to be a trivial argument.
As much as I hate people using software Shift, you have a valid point.

I just remember that time in server you tried to tell me how easy it is to midair invisible players when in reality you've never really had to deal with it much

nonetheless, your point stands, but it doesn't make software any less of an advantage either
justR
Posts: 382
Joined: Wed Jul 17, 2013 4:06 pm

Re: Balance ideas revisited

Post by justR »

@Crow, one thing that really bugged me when I was playing that was HM related, [as it could of been Happy Flag only too but still a problem] was people always knowing where I was at with the flag during standoffs

and even shitty players with railgun can get you during standoffs if using HF/HM np

Meanstreet is super fucking guilty of this, because assuming he is only using Happy Flag, he might as well be using HM too as aware as it makes him of the enemy flag carrier
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Fixious
Posts: 475
Joined: Sat Nov 09, 2013 12:42 am

Re: Balance ideas revisited

Post by Fixious »

It's worth noting that 1.40 (maybe earlier builds as well) has a built-in function that points to the flag carrier on your compass. You have the option of having it point to either your flag carrier or the enemy flag carrier as a waypoint. Can't see through walls or any of that nonsense; just an arrow on the compass pointing in their general direction and distance from you.
justR
Posts: 382
Joined: Wed Jul 17, 2013 4:06 pm

Re: Balance ideas revisited

Post by justR »

I kicked Eliminator once when I had temp-admin. On Box, or the indoor map similar to it, it was a long standoff and I went and hid down on the terrain. Keep in mind this map is up in the sky enclosed in an indoor box arena. Sure as shit Eliminator came down and found me, looking for a flag carrier in a spot a flag carrier should not be. [i.e. I had to ghost through walls, use an inv through walls and went to go hangout down there where I wouldn't be bothered]

is it possible a seasoned vet like Elim used a combination of wisdom and built-in flag carrier way-points? yes, possibly
is it likely a known hm/hf user used hm/hf to his advantage? yes, very likely
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DaRk
Posts: 1001
Joined: Sat Jul 27, 2013 4:22 pm
Location: ID, USA

Re: Balance ideas revisited

Post by DaRk »

^ Yes, that is fucking annoying. I was surprised on how many people use HM/HF when I played for a week on an 1.11 HM config a few weeks back, just to satisfy my curiosity. I'm even more surprised at some of the people I found out that do.

Why you no play no more rolo?
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DaJ4ck3L
Crow{OZ}
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Re: Balance ideas revisited

Post by DaJ4ck3L »

yea, i could see that being a bigger prob r.
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S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: Balance ideas revisited

Post by S_hift »

personally I like the idea of removing the beacons from the lights.

I could go for a challenge while trying to infiltrate.
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S_hift
Posts: 1963
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Re: Balance ideas revisited

Post by S_hift »

here is the part in the jumppad code that gives you the random boost levels

Code: Select all

		%rnd=floor(getrandom()*30);
		if(%rnd > 20) 
		{
			GameBase::playSound(%this, debrisLargeExplosion, 0);
			Client::SendMessage(%client, 0, "K-E-R-S-P-R-O-I-N-G-g-g-g-!-!");
			%rnd = %rnd + 10;
		}
		else
		{
			GameBase::playSound(%this, SoundFireMortar, 0);
			Client::SendMessage(%client, 0, "SPROING!");
		}	
jailgun

Code: Select all

		// ann 2.2 20% chance of malfunctioning -plasmatic
		if(floor(getrandom() * 100) < 80)
		{
			ToJail(%targetClient, %shooterTeam);	//plasmatic
			
			bottomprint(%targetClient,"Your Punk Ass Has Been Placed Under Arrest By " @ Client::getName(%shooterClient) @ ", Your sentence will last for 30 seconds", 30);
			Messageall(0,Client::getName(%targetClient)@" Was judged GUILTY by "@Client::getName(%shooterClient));
	//		echo("ADMINMSG: **** " @ %sname @ " zapped " @ %vname @ " Into Jail");
		}
		else
		{
			ToJail(%shooterClient, %shooterTeam);	//plasmatic
			
			bottomprint(%targetClient,"Your Punk Ass Has Been Placed Under Arrest By your malfunctioning gun..", 30);
			Messageall(0,Client::getName(%shooterClient)@"'s jail gun malfunctioned...");
	//		echo("ADMINMSG: **** " @ %sname @ " zapped " @ %vname @ " Into Jail");
		}		
		return true;
	}
	else
	{
		Client::sendMessage(%shooterClient,0,"No Jail Tower Deployed~wError_Message.wav");
		return false;
	}
}
ghost pack

Code: Select all

			if(floor(getrandom() * 100) < $DropFlagChance)
			{
				Player::dropItem(%player,Player::getMountedItem(%player, 2));
				Client::sendMessage(Player::getClient(%player),1,"You dropped the flag while shadow shifted...~wError_Message.wav");
			}
		}
		%name = Client::getName(%c);
		%dlevel = GameBase::getDamageLevel(%player) + 0.05;
		if(!$Annihilation::NoPlayerDamage)
		{
			%data = GameBase::getDataName(%player);
			if(%dlevel > %data.maxDamage)
			{
				Admin::BlowUp(%c);
				Messageall(0,%name@" became a dead shadow."); 
				%player.Ghoster = false;
			}
			
			else
				GameBase::setDamageLevel(%player,%dlevel);
		}
		schedule("Casper(" @ %player @  ");", 0.75);
	}
}
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