T:V[Balance issues] Pub vs Match

bdm
09-19-2004, 06:36 PM
These issue may only apply to pub games (but at least some i think apply to match). I'm taking this from a pub approach (because those are suppose to be enjoyable too (?) though most of the problem comes from the players (CTF is major gametype yet everyone thinks its called "EPD" everyone play D.. one of the hints should be 'GO OFFENSE momos it helps to capture the flag')

Armor Classes. (I can deal with they arent the same as T1/T2) but they arent right. Either the HP of the light medium need changed or their energy/moverablity. I'm in favor of HO not being so slugish on the ground... but they shouldnt have the same hangtime in the air as a light. (energy pack should be equal for all classes with 'weight' weighing in, or energy shoudl be lights 130 medium 110, heavies 90)

Packs:
rep, energy, speed... okay. though i think energy boost should have # limitation to it.(2-3)
shieldpassive (5-10%) really dont think it should have any (and then prolong the active time from 3 seconds to 8) * could shield intense decrease during the time? ie Start 80% but every second drop 10%

Weapons:
Burner why is this not ammo based?
Grapple could probably be decreased to 7 shots.
Rockets (are they suppose to not do any damage under 10clicks?) also why do they have to be guided?

Vehicles (and manable turrets):
Tank driver should not have gun also (turreter should switch from chain or missile or at the least driver should only get 1 shot every 30 seconds).
Gun ship (same deal).
Rover (should not be able to be hijacked by other team)
manable turret: distance vs speed? (chain has crazy speed mixed with distance and does not 'overheat' or run out of ammo)

Deployables:
Turrets are too much (since everyone and their mom plays D in pubs) turrets dont need to be so deadly (they even have more hitpoints then mediums :() if the enemy inventory is gonna show up on the IFF then turrets should also. not to mention they work till destroyed.
mines are basically worthless you have to be with a click of them for them to detonate (but even they have more HP then a light :()
repairbox: as if having to take on the entire D & turrets wasnt enough. this lil magic box starts repairing things the moment they are damaged (and not slowly or just one item either.. nor does it run out of energy like the pack) its one thing for a 'repair bitch' to notice turrets are down.. but when this box has the HP of a heavy .. never tires.. and auto does it. :(

Everything else
out of bounce grid: impassable, why? its always been to keep the flag from not being ran out into nowhere.. now players are confined to the box as well.. I dont get this.. unless the world ends outside the box (not repeated) who cares if some moron wants to run off into nowhere. (at the very least expand the grid so its not so confined) when the sensor shows cappers trying to setup.. (at least in T1&2 you could catch D off guard if you had to go O by yourself in a pub).. here the turrets and D know you're going in before you do.

okay.. flame on!

krustyy
09-19-2004, 06:42 PM
The only thing I agree with is the rover. Everything else seems fine and dandy to me. But I would prefer to treat the rover as an MPB if at all possible. Drive it out behind a hill behind the enemy base, hide it in a cluster of trees, and start spawning from there.

The problem with it is that, after I get out, enemies can come over and take it away where it is useless or more easily destroyed. Then, to top it off, i think the rover disappears if it hasn't been used in some insanely short time like a minute or two. So I drive the rover over, switch to heavy, and destroy their sensor and gens. By the time I die in the enemy base, the spawn screen no longer has a rover to spawn at because the damn thing disappeared or something.

EDIT: the OOB grid sucks too but I think that has become a part of T:V now. Since they don't have the never ending terrain this time, theres gotta be a place where you prevent people from going. Hopefully future maps will be large enough so taht we never even SEE the OOB grid. These current maps are so small that a heavy can make it to the enemy base in under a minute.

Calder
09-19-2004, 06:44 PM
no.

KnightMare
09-19-2004, 06:49 PM
Vehicles (and manable turrets):
Tank driver should not have gun also (turreter should switch from chain or missile or at the least driver should only get 1 shot every 30 seconds).
Gun ship (same deal).


yes.

Zxqv8
09-19-2004, 07:27 PM
The OOB grid is solid in beta because they wanted to encourage people to stick around and fight one another. I don't think the rest of the maps will be this way, and I doubt that any community mapmakers are likely to adopt this trend.

Sp!nfusor Salad
09-19-2004, 09:44 PM
farming is fine, the turrets are already worthless on cappers as it is.

IrritAnt
09-20-2004, 12:02 AM
The OOB grid is solid in beta because they wanted to encourage people to stick around and fight one another. I don't think the rest of the maps will be this way, and I doubt that any community mapmakers are likely to adopt this trend.

The OOB grid also defines the physical limits of the map. The terrain does not and cannot extend forever in every direction - if you got outside the OOB grid you would reach a point where you'd fall through the terrain. The terrain outside the play area is an illusion.

Bridger
09-20-2004, 12:26 AM
The OOB grid also defines the physical limits of the map. The terrain does not and cannot extend forever in every direction - if you got outside the OOB grid you would reach a point where you'd fall through the terrain. The terrain outside the play area is an illusion.
Exactly, when you improve the graphics to the 2k3 engine, you also limit mapsize. Can't have everything. Maps seem pefect to me, bigger maps would mean bigger teams, and 8v8/9v9 seems fine to me, more mangable.

Disciple
09-20-2004, 07:43 AM
The OOB grid also defines the physical limits of the map. The terrain does not and cannot extend forever in every direction - if you got outside the OOB grid you would reach a point where you'd fall through the terrain. The terrain outside the play area is an illusion.

kinda like T1 if you went far enough you'd reach the edge of the world. however I imagine in T:V you don't have to ski for 5 mins

GhostMan
09-20-2004, 05:58 PM
Well here how the OOB grid should go.Everyone fears the OOB grid when carring a flag because if you go OOB you will lose flag.I think the OOB should still do that and make the physical limit a little beyond the OOB grid ok.

No worries about OOB and a non bouncing flag sucks..give the flag some physics!!!Like in t1/t2..there is alot more action in a flag retrieval attempt with a flag that bounces than a stiffy.

Total
09-20-2004, 06:38 PM
I can handle a solid OOB. Sure as hell beats getting spammed from 250m off of the playing field.

I do agree with bouncing of the flag. It needs a little bit of life to it when off the stand. May or may not happen w/ this engine.