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« on: May 07, 2012, 11:33:59 AM » |
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Aside from the usual requests for new classes, new weapons, new game modes and new tech trees I get bombarded with in-game I also get a few more practical balancing suggestions. So I thought I would throw them up here for cool and rational discussion before deciding which if any of them to code.
1 ) Imbalanced 1st tier classes ( Warrior > Tactical > Stealer ) 1a) Nerf Warrior acid damage ( currently 28, was 23 ), 27 would require 5 direct hits to kill a tactical rather then 4 1b) Nerf warrior acid splash radius ( currently 96, was 128 ), only really effects clusters of marines and near misses, suggested 80. 1c) Buff Stealer health ( currently 85, was 110 ), suggest 105, will survive 1 extra bolter hit. 1d) Buff Stealer attack speed ( currently 0.5 seconds between hits ), suggest we try 0.4 Undecided
2) Imbalanced 3rd tier classes ( Heavy > Thrope > Termi ) 2a) Nerf Heavy Bolter Clip size ( currently 100 ), suggested 80 2b) Nerf Heavy Bolter Damage ( currently 50, was 45 ), suggested 48, mainly reduced effects VS Fex armor 2c) Nerf Heavy Bolter reload time ( currently too short ), suggested 3 or 4 times the duration 2d) Buff Stormbolter, allow them to reload ( once ), this would double their effective lifespan and would require Nerfing in other ways. 2f) Buff Stormbolter range ( currently 1620, was 1800 ), suggested 1710, a subtle range boost should make them feel more effective at range. 2e) Buff Powerfist damage ( currently 80 ), 90 would require 1 less hit to kill a Warrior and 2 less for a Fex 2f) Buff terminator armor VS melee damage types
3) Reload times are not punishing enough. ( would require a balancing Nerf to tyranid team ) 3a) Nerf the reload times of all marine guns (longer reloads), overlaps with 2C 3b) Nerf marines by prevent sprinting while reloading 3c) Nerf marines by prevent reloading while sprinting
The stand offs i've seen in beta 6.0 and 6.20, with the teams pushing back and fourth between objectives suggests the effective balance isn't too far off even, with latency, luck and player skill breaking the deadlocks. Just requiring a few light touches might bring it closer to perfection,
[edit]Added some highlight on the options picked by the discussion group and added a an extra one for the terminator buff.[/edit]
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