Brawler Archive
Thread: Balance is simple
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Venumnb
Fri Sep 12, 2003 4:37 am
#1
Now explain to me why they can't balance weapon accuracies correctly, WTH
rifles from 32 to 64 = accurate .anything else is not
carbines from 16 to 48 = accurate .anything else is not
pistols from 1 to 32 accurate .anything else is not
ALL Melee is very accurate from 0 to 8
can you tell me if thatwould not be balanced?
Now I dont feel like doing the math, but i'm suuuurree they could hire some brainiac pretty cheap to do math equations on the weapon DPS to get that balanced. Heavy damage = less speed. Low damage = high speed. I would love for someone to tell me this can't be done.
Also, you can keep regular attack speed the way it is because it dosnt matter atm (can reach cap in every class). Simply change the special move speed multipliers to match the damage. Very high damage= Higher number for the multiplier. Low damage= lower number for multiplier. Why is it so hard to balance? Riflemen would have to be changed a little because they get a +90 speed at master which would make everything under 1.0 sec's. I think 80-85 would balance them. with the low damage classes such as pistol/fencer/tka specials that are at the rifleman speeds atm. The current equation is
special move multiplier * weapon speed ( 1 - weapon skill speed)= final special move speed
Using that equation you could simply change the multipliers on specials for each class and achieve balance with the exception of riflemen. Riflemen have enough negative bonuses (2.5 * melee damage, poor accuracy, can't kite as well) to remain balanced anyway.
Next, you could say " well that would mean that it dosn't matter what class you pick cause you'd be the same." Not exactly. Sure each weapon class would have about the same DPS, but thats where things are balanced and now you can play what type is fun for you without being gimped. PVP would now TOTALLY depend on you. Yep, YOUR thinking skills and exp would be the determining factor for winning a fight.Choosing the right moves to do at the right time. SKILL. If you don't want that then i havn't a clue.
And finally, of course a CH+Pistoleer has an advantage over a regular Pistoleer. You gear your template the way you wanna play. You wanna compete in pvp make your template for pvp. I like to play a doctor as my secondary so with Doc+pistoleer You have that extra healing and stats to take out that CH+Pistoleer. He has the extra firepower from his pet. Build your character to match what you want to do. A dancer + pistoleer isn't gonna be as strong as a CH+ pistoleer. But can that CH+Pis dance as sexy as the dancer+pis? You might not wanna dance, but that other guy sure as hell does. like i said, balance is easy. And i'd like to comment that i am a big fan of chess style pvp, not button mashing, forced cookie cutter template pvp. They need to decide what type of pvp system this is gonna be so i can decide if i want to keep playing.
As a side note and not part of the top subject, i have i simple fix to the mind incap and damage i will post in the doctor forum later that is fair to everyone, not exploitable, and does not unbalce anything.
rifles from 32 to 64 = accurate .anything else is not
carbines from 16 to 48 = accurate .anything else is not
pistols from 1 to 32 accurate .anything else is not
ALL Melee is very accurate from 0 to 8
can you tell me if thatwould not be balanced?
Now I dont feel like doing the math, but i'm suuuurree they could hire some brainiac pretty cheap to do math equations on the weapon DPS to get that balanced. Heavy damage = less speed. Low damage = high speed. I would love for someone to tell me this can't be done.
Also, you can keep regular attack speed the way it is because it dosnt matter atm (can reach cap in every class). Simply change the special move speed multipliers to match the damage. Very high damage= Higher number for the multiplier. Low damage= lower number for multiplier. Why is it so hard to balance? Riflemen would have to be changed a little because they get a +90 speed at master which would make everything under 1.0 sec's. I think 80-85 would balance them. with the low damage classes such as pistol/fencer/tka specials that are at the rifleman speeds atm. The current equation is
special move multiplier * weapon speed ( 1 - weapon skill speed)= final special move speed
Using that equation you could simply change the multipliers on specials for each class and achieve balance with the exception of riflemen. Riflemen have enough negative bonuses (2.5 * melee damage, poor accuracy, can't kite as well) to remain balanced anyway.
Next, you could say " well that would mean that it dosn't matter what class you pick cause you'd be the same." Not exactly. Sure each weapon class would have about the same DPS, but thats where things are balanced and now you can play what type is fun for you without being gimped. PVP would now TOTALLY depend on you. Yep, YOUR thinking skills and exp would be the determining factor for winning a fight.Choosing the right moves to do at the right time. SKILL. If you don't want that then i havn't a clue.
And finally, of course a CH+Pistoleer has an advantage over a regular Pistoleer. You gear your template the way you wanna play. You wanna compete in pvp make your template for pvp. I like to play a doctor as my secondary so with Doc+pistoleer You have that extra healing and stats to take out that CH+Pistoleer. He has the extra firepower from his pet. Build your character to match what you want to do. A dancer + pistoleer isn't gonna be as strong as a CH+ pistoleer. But can that CH+Pis dance as sexy as the dancer+pis? You might not wanna dance, but that other guy sure as hell does. like i said, balance is easy. And i'd like to comment that i am a big fan of chess style pvp, not button mashing, forced cookie cutter template pvp. They need to decide what type of pvp system this is gonna be so i can decide if i want to keep playing.
As a side note and not part of the top subject, i have i simple fix to the mind incap and damage i will post in the doctor forum later that is fair to everyone, not exploitable, and does not unbalce anything.
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