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[Discuss] What balancing changes do you want? - Printable Version

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[Discuss] What balancing changes do you want? - Zwegaphant - 23-04-2012 02:57 PM

Since there is a discussion about the "nerf/balance" of the Blasting Strike I thought its time to tell the Dev's what ideas we got to balance the Gunner and Commando class.
And how to propably Buff the Soldier class (or nerf if you really think its needed...)

Post your ideas here and dont tell me that the gunner/mando class isnt OP because we all know it is 'duh.


My ideas:

My thoughts about the Gunner Class -> Make FF heal every 5th bullet, take away crits and maybe even reduce the healing.

My thoughts about the Mando Class -> You get automatically out of stealth when using any ability.

My thoughts about the Soldier Class -> Remove the slow effect of the keg when healing yourself.




Discuss!



RE: [Discuss] What balancing changes do you want? - Zwegaphant - 23-04-2012 02:58 PM



Gunner


  • Nerf FF -> Heal every 5th Bullet
  • Nerf FF -> Take away the crits
  • Nerf FF -> Reduce the healing
  • Nerf FF -> Change healing to every 6th Hit (6,7,8,9,10% of total health)
  • Change FF -> Healing based on damage (f.ex. 10 hit points for every 30 damage dealt)
  • Change FF -> Replace healing with a little shield
  • -
  • Nerf LegIt -> Reduce duration
  • Nerf LegIt -> Reduce speed
  • Nerf LegIt -> Gunner gets Exhausted after usage he cant get affected by it for x amount of time
  • -
  • Nerf Keg -> Remove the purple glow
  • Nerf Keg -> Remove the slow down
  • Nerf Keg -> Reduce Keg damage (e.g. -5 DMG on all levels
  • Nerf Keg -> Remove Instanthrow (Make it like GS)
  • Nerf Keg -> Reduce the range
  • Nerf Keg -> Reduce effect - normal speed when using speedboosts
  • Change Keg -> Remove the slow effect - add old fire effect
  • Nerf Kegzooka -> Less damage and slow effect / Keg explodes on its own -> Normal damage/no slow
  • -
  • Nerf IEG -> Make it less effective on low levels | more rewarding at high levels
  • Nerf IEG -> Limited amount of Explosives can be eaten
  • Buff IEG -> Lower cooldown by 3 on all levels
  • -
  • Nerf Shield -> Make it less effective on low levels
  • Fix Shield -> Fix the shield bug





Commando


  • Nerf Stealth -> Get out of stealth when using an ability
  • -
  • Buff Elixier -> Allow it to be shared
  • -
  • Change PS -> Change PS from set damage amount to a percentage of life left on target
  • -
  • Major Change -> Remove PS at all and higher the Sniper Rifle damage
    (24-04-2012 12:45 AM)SweetName Wrote:  Example
  • Major Change -> Two(/three) Ability Trees - Sniper/Knifer(/Pistol) more about this here:
    (23-04-2012 08:12 PM)Derogapod Wrote:  Example


    [/quote]







Soldier


  • Buff CM -> Remove slow effect from Keg
  • Buff CM -> Remove all effects on himself and teammates
  • -
  • Buff GS -> Tighter spread
  • Buff GS -> Faster arming (Instant throw)
  • Buff GS -> Less damage reduction by distance on every grenade
  • Change GS -> Reduce the rate at which GS increases in nades thrown by half.
    (24-04-2012 12:45 AM)SweetName Wrote:  Example
  • -
  • Buff SS -> No canceling by other ablitys / Unaffected by other Abilitys
  • Buff SS -> Make Soldiers able to see Vehicles through walls
  • -
  • Change BB -> Remove one tick - add additional damage and Crit-Hit-Chance
    (23-04-2012 03:54 PM)dajurgen Wrote:  Example
  • Change BB -> Less damage on first hit more damage when stacking (up to 5 stacks based on ability points used)
  • Change BB -> Damage on first hit and then "Dot Damage" (Tick damage)
  • Change BB -> Less total damage, but higher damage on every "tick"
  • Change BB -> percentile based damage (quite unsure what you meant DWink
  • -





RE: [Discuss] What balancing changes do you want? - Dimitrisgr98 - 23-04-2012 02:59 PM

1st and 3d that u said !


RE: [Discuss] What balancing changes do you want? - OopsI.KilledYoU - 23-04-2012 03:02 PM

Nothing! It only ruins the game!


RE: [Discuss] What balancing changes do you want? - Khali_hamad - 23-04-2012 03:02 PM

(23-04-2012 02:59 PM)Dimitrisgr98 Wrote:  1st and 3d that u said !

1+


RE: [Discuss] What balancing changes do you want? - AceryX^^ - 23-04-2012 03:06 PM

Nothing! It only ruins the original game!
Disappointed about the BS nerf!
The classes are good like this.
No changes needed in my opinion...

Yoy^^


RE: [Discuss] What balancing changes do you want? - The_WUUSTER - 23-04-2012 03:06 PM

Buff GS by tightening the spread (making it consistent) and making it arm faster (insta-throw probably).


RE: [Discuss] What balancing changes do you want? - OffaLimb - 23-04-2012 03:08 PM

Gunners:
Reduce legit duration and speed.
Remove either the purple glow or the slow down from keg.

Mandos:
Allow elixir to be shared.
Change PS from set damage amount to a percentage of life left on target (i.e. lvl 1 adds damage equal to 10% of the target's life remaining up to 30% with lvl 5).

Soldiers:
Nothing really needs to be done here.


RE: [Discuss] What balancing changes do you want? - Zarimba - 23-04-2012 03:08 PM

I leave the balancing to the devs aka HATE :/

I questioned his motives to nerf BS but it turned out fair ^^


RE: [Discuss] What balancing changes do you want? - hoofdje10 - 23-04-2012 03:09 PM

Stealth is an ability, so if u use it u go out stealth again?

I dont get all this.. stop nerfing and QQing and just play


RE: [Discuss] What balancing changes do you want? - Blackwyn - 23-04-2012 03:10 PM

Easy. For the Gunner.

Keg + Bazooka combo the highest damaging and one of the easiest combos to perform.
Solution = Reduce Keg damage or make it harder to execute, like not being able to instathrow the keg.

IEG: Nullifies troop traps, grenades, tanks with just one point in it.
Solution = Make it less effective at low levels so you'll be required to spend some points in it to make it as effective as it is now.

Leg-it: The Gunner is suppose to be this game's "tank class", it's suppose to be slow and soak up alot of damage. Nope, Chuck Testa. One ability takes away one of its weakest points and makes it the best mobility unit in the game.
Solution = Make it less effective.

Frenzy Fire: Fixes yet another weakness, accuracy. Not to mention it makes the Gunner almost unkillable at close range.
Solution = Make it less effective.

Shield: 30 easy hp at just level 1, lol. Not to mention its shared.
Solution = Make it less effective at lower levels so they have to sacrifice something else if they want a better shield.

Weapons: Has the strongest close ranged weapon along with all its weapons having practically endless ammo. Only weak point since PP was nerfed, is very long range. But still the strongest assaulting class in close / mid ranged.

People always complain that Soldiers camp and it makes it harder for the Gunners to deal with them. Guess why? Cause no Soldier with half a brain is going to engage a Gunner in short / mid range knowing its chances of winning are basically nonexistent.

That's all I can come up with right off my head, there's been plenty of other threads where I've given much more details regarding the class which I can't be bothered to type out again.


RE: [Discuss] What balancing changes do you want? - Emokiller3000 - 23-04-2012 03:11 PM

The gunner does at least need a nerf, so heal every 5th bullet sounds good.

^Awesome sig btw.


RE: [Discuss] What balancing changes do you want? - Drolix - 23-04-2012 03:19 PM

(23-04-2012 03:06 PM)The_WUUSTER Wrote:  Buff GS by tightening the spread (making it consistent) and making it arm faster (insta-throw probably).

^ this is a really good one.


I agree with most of the suggestions I've seen here so far, and generally with the idea that the gunner is currently OP versus other classes.

Adding one:
- enabling the Keg slow effect at level 5 only


RE: [Discuss] What balancing changes do you want? - Zwegaphant - 23-04-2012 03:21 PM

Nice points you got there already guys Wink

Keep on going.

@Those people that dont want any changes at all -> leave the thread


RE: [Discuss] What balancing changes do you want? - Jolly_Jonny - 23-04-2012 03:26 PM

(23-04-2012 03:10 PM)Blackwyn Wrote:  Easy. For the Gunner.

Keg + Bazooka combo the highest damaging and one of the easiest combos to perform.
Solution = Reduce Keg damage or make it harder to execute, like not being able to instathrow the keg.

IEG: Nullifies troop traps, grenades, tanks with just one point in it.
Solution = Make it less effective at low levels so you'll be required to spend some points in it to make it as effective as it is now.

Leg-it: The Gunner is suppose to be this game's "tank class", it's suppose to be slow and soak up alot of damage. Nope, Chuck Testa. One ability takes away one of its weakest points and makes it the best mobility unit in the game.
Solution = Make it less effective.

Frenzy Fire: Fixes yet another weakness, accuracy. Not to mention it makes the Gunner almost unkillable at close range.
Solution = Make it less effective.

Shield: 30 easy hp at just level 1, lol. Not to mention its shared.
Solution = Make it less effective at lower levels so they have to sacrifice something else if they want a better shield.

Weapons: Has the strongest close ranged weapon along with all its weapons having practically endless ammo. Only weak point since PP was nerfed, is very long range. But still the strongest assaulting class in close / mid ranged.

People always complain that Soldiers camp and it makes it harder for the Gunners to deal with them. Guess why? Cause no Soldier with half a brain is going to engage a Gunner in short / mid range knowing its chances of winning are basically nonexistent.

That's all I can come up with right off my head, there's been plenty of other threads where I've given much more details regarding the class which I can't be bothered to type out again.

I think you're overstating the power of the Gunner somewhat. If a Gunner uses FF tag him with BB and take cover using indirect fire to further thwart him. If a Gunner used IEG a Soldier will outmatch him at mid. Keg can be BSed away or just out manuvered most of the time, its very slow. But I agree, Legtit lasts a bit too long and is frightening when Ability shared between 2 or more Gunners, perhaps they should cut the effectiveness of the share for this Ability with Gunners.
Mandos PS could do with another visual cue to alert victims and I think it would be nice if SS caused MT on those who hit the SS user.


RE: [Discuss] What balancing changes do you want? - -Scheetje! - 23-04-2012 03:30 PM

(23-04-2012 03:08 PM)OffaLimb Wrote:  Gunners:
Reduce legit duration and speed.
Remove either the purple glow or the slow down from keg.

Mandos:
Allow elixir to be shared.
Change PS from set damage amount to a percentage of life left on target (i.e. lvl 1 adds damage equal to 10% of the target's life remaining up to 30% with lvl 5).

Soldiers:
Nothing really needs to be done here.

Now that would be unrealistic and pretty dumb to do.
If you have a basic damage like 27, and increase it with an percentage you could get 30% from 160 (gunner's max hp) 48 + 27 = 75 basic damage w/o crit.
That would mean with PS level 5 the max damage that is done at a mando is 27 + (0,3*90) = 54 w/o crit.

It would take away the whole point of 'sniping'--> dealing high damage with one single bullet.


RE: [Discuss] What balancing changes do you want? - Blackwyn - 23-04-2012 03:34 PM

(23-04-2012 03:26 PM)Jolly_Jonny Wrote:  I think you're overstating the power of the Gunner somewhat. If a Gunner used FF tag him with BB and take cover uding indirect fire to further thwart him. If a Gunner used IEG a Soldier will outmatch him at mid. The only problem as I see it is the power of Legtit, it lasts a bit too long and is frightening when ability shared between 2 or more Gunners. Keg can be BSed away or just put manuvered most of the time, its very slow. But I agree, perhaps they should cut the effectiveness of the share for gunners.

You're talking about the moments of when to use the abilities while I pointed out the abilities itself.
Fireproof undies easily counter BB, an entire Soldier ability. Not to mention that if you're going to tag him with BB then hide again, that brings us to the problem we're trying to fix here. Camping.

IEG only needs to be activated for a fraction of a second to counter the effective part of a Soldier. Depending on the situation, sometimes he won't even need it cause he'll be able to maneuver around the grenades with just leg it.

If you use Blasting Strike to get rid of his keg, allowing the Gunner to move in on you afterwards with Leg-it and the rest of his abilities. You're a dead man.

To learn when to use the abilities as a Gunner is essential. Something that doesn't have a high learning curve to begin with.


RE: [Discuss] What balancing changes do you want? - Paul1858 - 23-04-2012 03:46 PM

lol commando nerf ??? buff the commandos health, make it 100, make the soldiers health to 120. make cm reduce slow effect. the health change balances all classes, i think commando is rather UP than OP.


RE: [Discuss] What balancing changes do you want? - The_WUUSTER - 23-04-2012 03:47 PM

Letting CM heal the Keg effect is good enough for me.

Although I also want to nerf Keg's radius; sometimes I get slowed even though Keg didn't actually damage me.


RE: [Discuss] What balancing changes do you want? - Derogapod - 23-04-2012 03:53 PM

Perhaps revamp the keg so that it does its current damage if it explodes on its own time, but if someone forces it to explode early, then it does much less damage and instead applies the slow effect on targets within its damage radius.

You know, require the gunner to actually employ some strategy?