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A Discussion on Balance...

Discussion in 'Discussion' started by Tac42, Oct 31, 2013.

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  1. e621Warwick

    e621Warwick Well-Known Member

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    Let's talk balance.

    First off, I'll start with the main debilitating problem with the server.

    Automatic weapons.
    You spawn with 64 ammo.
    "That's a lot!", you say.
    No, it isn't.
    That's just about two magazines.
    Yeah, a 5 kill streak nets you another magazine or so, but can you really have a decent run/kill streak with only 3 magazines?
    No. You can't. As soon as you run out of your 3 mags, you're ****ed.

    For a free player, that's pretty annoying.
    Plus, most free players aren't that skilled, and would probably only be able to get two or three, maybe four if they're lucky, kills with their 2 magazines.

    "That's what scavenger is for!"
    Yeah, that's correct.
    But that's what's wrong.
    You shouldn't have to purchase a perk with real life money just to be able to be on an even playing field with other players.

    "Oh, but it donates to the server and helps keep it up! teh server wuld nut even b up without us donors!!1111one!!!"
    Yeah. So?
    I bet if we removed the donation rewards, pretty much nobody would donate.
    If you'd like to argue that with me, send Chaploo some money through PayPal without asking for anything in return, or accepting anything in return.
    Otherwise, shut your mouth.

    The point is, autos are essentially useless for higher level play unless you spend real life dough buying a perk that you basically need to be able to use autos.
    Guns shouldn't need purchased perks to be able to function well.

    So, what do I say?
    Take a note from Shotbow's Wasted TDM servers.
    Have players drop ammo.
    "But that negates Scavenger!"
    No. It won't.
    Not if we make it balanced.

    Depending on what gun you kill the enemy with, they would drop a defined amount of ammo (Maybe 5 auto rounds/2 Shotgun shells/1 Sniper Round).
    However, you would not automatically get it. You would have to run over to their body and pick it up.
    This drop will be client-side (if possible), so it doesn't lag people out from the sheer amount of item drops being rendered. Only you will be able to see and pick it up.

    Now, how does Scavenger fit into this equation?
    Scavenger would double (maybe even triple if you guys want to be OP) the amount of ammo received, and automatically give it to you, so you wouldn't have to go over to the body and pick it up.

    That's it for ammo balance.
    That ammo drop system should fix the other weapons as well.

    On to gun balance.
    I'm just going to go straight and name overpowered weapons.

    L120 Isolator.
    Model 1887.

    I haven't played the test server much, so I don't know if they've been nerfed or not, so I'm just gonna go off of what I remember when I actually played a month ago.

    The Iso. Extremely overpowered. I'm serious.
    Don't even try to argue with me.
    A one-hit kill, with 100% accuracy, and a decent RoF?
    Sure, it's reload is a bit long, but you can just hide. And you always have the Python.

    As I see it, we have 2 choices.
    Number one keeps the Iso a one-shot-killing machine, but makes it bolt-action.
    Each magazine would only hold 1 bullet, with a reload time of around ~60 ticks/3 seconds.
    Don't complain. One-body-shot-kill is overpowered, and you know it.
    One-hit headshots I can deal with, but not body shots.

    Option 2 is to make it more like the MSR.
    A tad faster fire rate, same magazine size, a bit faster reload. 2 shot kill.

    Now, the Mod(d)el 1887.
    Just like the Iso.
    Overpowered.
    Even if it was the second prestige shotgun, it would still be overpowered.

    I know that the Model 1887 was built to be a wrecking CQC machine.
    I've been playing MW3 Survival mode for the past few days, and noticed these traits:
    Stopping power. Almost a one-hit-kill all the time.
    Rate of fire. Not that high. It's lever-action.
    Reload speed. It's pretty damn slow, especially since it's on a per-shell basis.

    What do we need to do to fix it?
    Well, I suggest switching out the SPAS24 for the Model 1887.
    Of course, the SPAS24 would look weird being a non-prestige, so change the name and texture to the R(emington)870.

    Then, lower the fire rate for the Model 1887.
    Lower its range. By a lot.

    The Model 1887 should do what it excels at, and only that: close range devastation.
    It should not be a goddamned sniper.
    Yes, I've sniped with it. It's bloody hilarious.

    I think those are the two most problem laden weapons in the game.
    Now. Donor weapons.
    Not all of them are overpowered.
    In fact, I would say they're all balanced.
    Except the Minigun. **** that ****. I have it, and it completely wrecks things when used in tandem with the Python.

    Flamethrower.
    Weak, but rightly deserved.
    I see the Flamethrower more as a support weapon to "blind" enemies, instead of a full on killing weapon.
    Seems fine to me.

    Minigun.
    Dear God, I use this, and it is extremely overpowered.
    Yeah, it's limited in range, but you have a Python.
    When you combine the two, you're essentially unstoppable.
    If possible, it needs a "spin-up" time like the TF2 Heavy minigun.
    If that's not possible, perhaps lower the bullet count per fire from 2 to 1.

    LAW.
    Balanced.
    It was more of a niche weapon than a "let's go rambo and kill everything" weapon.
    The people who complain about it just don't know how to use strategy.

    RayGun.
    Slightly overpowered.
    I heard it's losing the AoE, though, so that should do it.

    Crossbow.
    Takes relatively little skill.
    I can shoot a moving target with a bow 90% of the time, if they're within 20 blocks.
    A stick with the arrow shouldn't always mean a 100% kill chance.
    Maybe the arrow would do 10 damage, and the explosion, 9 damage.
    Leave them crippled, but not fully killed.

    That covers the donor guns.
    Now, donor perks.

    Dear God.
    These are abominations.
    Donor guns I'm fine with, which are niche, but giving paying players perks that free players don't even have access to?
    No.
    At least give free players weakened versions of perks available for purchase with maybe ~5000 credits.
    Or maybe even 1-round purchases for ~100 credits.
    If we give free players access to at least some type of perks, that'll be enough to balance.
    I'll be nice and let the paying players get a bit stronger here.

    I think that pretty much covers it.

    A lack of metagame and real flanking/strategical opportunities saddens me, but is understandable due to the CoD-like gameplay this server is going for.
     
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  2. jacobkolstad

    jacobkolstad Well-Known Member

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    You're very right there, but the automatics need skills, not scavenger.
    I got lots of EMP's without scavenger with M4A1 and AK-47
     
  3. mma0648

    mma0648 Well-Known Member

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    it kinda does take away scavenger
     
  4. e621Warwick

    e621Warwick Well-Known Member

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    So did you even read the proposed change and buff for Scavenger?
     
  5. DarkElixir

    DarkElixir Well-Known Member

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    maybe iso should be 2 bullets per round instead of 1. The ammo part i agree with, i mean, to use automatics you need scavenger. And moddel needs a little nerf, maybe the longer the bullet goes, the weaker it gets for the moddel
     
  6. Mokolee

    Mokolee Well-Known Member

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    I really agree with the automatics part. I don't have any donor stuff so I rarely use automatics. Enemies dropping ammo is really good if you buff Scavenger a little and the OP weapon changes are fine by me.
     
  7. BrawlerAce

    BrawlerAce Well-Known Member

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    Good ideas. For once, you actually made a decent suggestion about the iso, which (in my opinion) is decent. I like the rest of the ideas.
     
  8. booflame

    booflame Well-Known Member

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    I would enjoy the flamethrower shooting blaze fireballs.
     
  9. gamemaster800

    gamemaster800 Well-Known Member

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    Read it half way.
    Then went TL;DR on it.
    But it sounds pretty good in my opinion

    EDIT: Finished reading the rest'
    I like!
     
  10. booflame

    booflame Well-Known Member

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    I think it would of been better with the include of colored text, to "Draw" the eyes in certain areas of importance.
    Interesting read still.
     
  11. Javed

    Javed Well-Known Member

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    I agree in all respects except the crossbow. It's harder to use than snipers just because of the arc and the arrow speed. This is probably the only time our views will be this similar, Tac.
     
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  12. __Quay__

    __Quay__ Well-Known Member

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    I like these ideas. Although I do have scavenger already, this would really help balance out the playing field for those who don't have it or can't donate. And I really like the suggestion about Iso being bolt action. 1 shot per round, and give maybe 16 ammo, perhaps a little more. With something that powerful it has to come with a price.
     
  13. hogzilla2002

    hogzilla2002 Member

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    You know, you could either do this ammo drop thing, or you could just increase the ammo from 64 to 128 or so.
     
  14. e621Warwick

    e621Warwick Well-Known Member

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    That negates the VIP/MVP bonuses.
     
  15. Usp45

    Usp45 Well-Known Member

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    I agree, but the thing is that the model isn't used much, so it isn't a problem. And the Isolater is fine as it is, you played long enough to get to level 36, then you should get an OP gun.
     
  16. F1r3tar

    F1r3tar Highly Established Member

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    I'm pretty sure that a lot of people who aren't donors use the iso. I think that pretty much even outs the playing field.
     
  17. e621Warwick

    e621Warwick Well-Known Member

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    This logic...
    Alright, let's just give all Level 100 players guns that fire as fast as a minigun and are accurate as the Iso, and one-hit-kill.
     
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  18. Usp45

    Usp45 Well-Known Member

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    Fine by me, but we know they wouldn't give out anything that OP.
    Exactly.
     
  19. e621Warwick

    e621Warwick Well-Known Member

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    That's not the point.
    I'm pointing out your flaw in logic.

    Just because someone no-lifes and plays to Level 36, doesn't mean they should get an overpowered gun.
     
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  20. Usp45

    Usp45 Well-Known Member

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    Tac, have you realized yet that practically everyone doesn't agree with you?
    Stop spamming us with "Iso needs to be nerfed"
    Nobody gives a sh*t anymore.
     
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