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Balance - since I missed the last topic

Started by DarkFox, November 22, 2005, 07:15:01 PM

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Angelwing

I like blink for it's ability to escape. I occasionally use it to GET to places, but mainly as a guarentee that i'll live.

As i've said before making it independant of the ship's normal ammo may have some negative side effects - it'd be far more likely to be used in combat if there wasn't a cost involved (whereas normally you'd want to conserve as much ammo as possible) other than the lack of an immediate escape and generally simplifies it too much; you don't have to save anything so can just use up all your ammo and blink back to base (i'm still in favour of long-ranged blink, btw) without having to worry that you've used too much.

Red Devil

 Crates and SB/Dower (as they are) wouldn't resupply it, so you would have to wait.

Blinking back to base would be akin to what it is now, so that probably won't happen.

About the variants. If people make variants that make for a lousy experience, people just won't play them (or with that host) any more.  Given a choice, people would rather have afun than not.

As for the variant downloads, yes, there's a chance that assets could be overwritten if they are named the same.  Cfg's too.  That's why people would need to be careful when installing and variant makers coordinate with each other which is pretty easy.
What box???

deadscion

Blink is good for escape??,,,,,,a one sided one race escape tool??,,,,,,ISDF has nothing like that for escape,,,,,,how do you adjust nothing to balance an adjusted something??,,,,,this is not logical,,,,

Isdf has something just as bad?? as bad as a tool to help you run away from a fight??

Apparently the reasons players like blink are exactly the same reasons players don't like blink.

These statements are not mine they are yours,,,,or maybe I should have used quotes,,,


Red Devil

 The question is, how far should you be able to Blink (max) and how often?  If it's only 10 meters once, no problem, just Blink.  If it's 1000 meters whenever you feel like it, probably not so good.

To me, it should be used like a jetpack/ejection seat when you get in trouble (you just take your smoking ship with you is all) and a short, I dunno, say...150-200 meters.  Enough to get away, but still be possible to be in harm's way.  You still have to limp home.

I'm sure it will be adjusted after it's out, but for now all we need is a good starting point to go on.
What box???

squirrelof09

i dont need blink to escape, i just need my ping :). But yeah, i do think blink needs some balancing... kinda on what RD just said...
fight till death our forums -> http://www.forums.bzfiend.com/index.php?

Angelwing

Well if it's going to be a 'one time' use thing then using it to get away would seem the best option. It's a lot better to come back from a fight crippled than as a pilot. Complaints about blink wern't --just-- about their ability to escape, as that in itself, whilst incredibly useful, is far from unstoppable. The fact is blink as it is helps with pretty much everything, from pool killing to hunting to disrupting serviced assaults to even full-on base assaults and chances are, with a blink, you'll stand a lot better chance of succeeding, with the only thing preventing it's overuse to the extreme being the ammo consumption.

I do like the idea of a long-recharging blink, though, I just think it should use SOME ammo, at least. Also think Avs idea about the combat/assault modes would fit, as it'd mean you'd have to morph to assault mode before doing a far-blink back to base, which is akin to a time delay, or the chargegun idea.

PhoeniX-FlamE

I think you're all judging blink too early before ever seeing scions get owned by them quite badly (exept DF maybe)

in my last 4-5 games vs scions I let them get blink, they left me on 0-2 pools for 30-60 mins and I came back and owned them...
in some of those games the cmdrs were no match and they only made it to blink since I slowed down my process for testing - so far it worked for me
but I still cant completely make an opnion about it because 4-5 games are not enough... and espicely when I'm the only one taking notes


I got a question to you all
have you ever seen scions with full tech lose not to a rush? vs 4 blink warriros... more than 30-40 mins ingame

Red Devil

 Not sure I understand your question.  Scion vs Scion?
What box???

Dirty Rooster

Phoenix, I have never been in a game of
Scion v ISDF 1.2 where after 40 minutes and
blink, the ISDF won by a non-Sabre-rush.

There.

In that situation what often happens is an agreed
draw by mutual frustration.

I would like to TRY blink as the two-mode weapon,
with long-range low-ammo cost in Assualt mode for
getting around the map on pool-duty and commanding,
but REMOVE its 'escape' use in combat mode. In Combat mode how about a short-lived VIR effect of, say, 5 seconds?
Some ideas.
My older ideas still stand too.

The slow-recharge idea allows 'escape' use but does
NOT allow multi-use to get around the map. Not so
good to my ideas of why the balance is wrong so far.


APCs r evil

This, "Late game frustration" sounds like a weakness in the Archers to me.

But were you testing in 1.2?

DarkFox

Quotelong-range low-ammo cost in Assualt mode for
getting around the map on pool-duty and commanding,
but REMOVE its 'escape' use in combat mode. In Combat mode how about a short-lived VIR effect of, say, 5 seconds?
Some ideas.
This solution sounds excellent, I'd love to see that. It'd be akin to a chargeup effect, but integrating the scion morph dynamic into the mix as well, and it still functions to stop scion players blinking when they're on red health to avoid death. Plus, the ISDF player gets some warning that their opponent is going to blink.
Not being able to attack while morphing adds another 'cost' to in-combat blinking. The solution is brilliant in my eyes, and the ammo cost of assault blink, if this solution is implemented, can be rather low while still retaining balance.

Spawn

in fe i have gotten scions to full tech against hads just to have them take over the after we do (though my team wasnt the smartest)

could have won if we kept them on one pool, but the only other person who realized that was on the other side of the map, so i had to be everywhere at once, not very easy and eventually i got bored :-P

Red Devil

What box???

APCs r evil

*Whispers* I think we left maximum ranges behind.

Red Devil

What box???