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07-05-2012, 10:19 PM | Post: #141
Jolly_Jonny 
Address the dual pistol Mando option that has been overlooked for so long, adding more weapon customizations that make the dual pistol build more viable will lead to less Mando camping. The campfire ability (a static healing point for the Mando and his team mates that highlights a Stealthed Mandos position) would also integrate Commandos into the game more. At the moment the balance of many games is ruined by the presence of too many Mandos.

P.s I know these two suggetions sound like contradictions but they needn't be if sensibly implimented. Big Grin

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(This post was last modified: 07-05-2012 10:20 PM by Jolly_Jonny.)
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07-05-2012, 10:22 PM | Post: #142
OffaLimb 
(07-05-2012 10:19 PM)Jolly_Jonny Wrote:  At the moment the balance of many games is ruined by the presence of too many Mandos.

Last time I played I was thinking the same thing about gunners....

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07-05-2012, 11:57 PM | Post: #143
The_WUUSTER 
(07-05-2012 10:22 PM)OffaLimb Wrote:  
(07-05-2012 10:19 PM)Jolly_Jonny Wrote:  At the moment the balance of many games is ruined by the presence of too many Mandos.

Last time I played I was thinking the same thing about gunners....

No not really. At least with too many gunners it doesn't feel like a pre-game.

I personally think there should be something done about assist kills. Perhaps make a separate stat for them, or eliminate them altogether. Right now all they're good for is inflating people's stat boards at the end of every round.

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(23-12-2012 06:57 AM)TPangolin Wrote:  I've always enjoyed reading your posts.
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08-05-2012, 01:29 AM | Post: #144
Jolly_Jonny 
(07-05-2012 11:57 PM)The_WUUSTER Wrote:  
(07-05-2012 10:22 PM)OffaLimb Wrote:  
(07-05-2012 10:19 PM)Jolly_Jonny Wrote:  At the moment the balance of many games is ruined by the presence of too many Mandos.

Last time I played I was thinking the same thing about gunners....

No not really. At least with too many gunners it doesn't feel like a pre-game.

I personally think there should be something done about assist kills. Perhaps make a separate stat for them, or eliminate them altogether. Right now all they're good for is inflating people's stat boards at the end of every round.

Out of the top 40 Heros this week over 50% are Soldiers and 9 out of the top 10 are Soldiers (in terms of score.) True fact. Rolleyes Wustlers right Mandos just don't integrate well enough at the moment, there are too few ways to hunt them down and they are too reliant on purely sniping. There are only 2 Mandos in the top 40 scoreboards this week and non in the top 40 K/D.

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(This post was last modified: 08-05-2012 01:35 AM by Jolly_Jonny.)
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08-05-2012, 03:31 PM | Post: #145
The_WUUSTER 
(08-05-2012 01:29 AM)Jolly_Jonny Wrote:  
(07-05-2012 11:57 PM)The_WUUSTER Wrote:  
(07-05-2012 10:22 PM)OffaLimb Wrote:  
(07-05-2012 10:19 PM)Jolly_Jonny Wrote:  At the moment the balance of many games is ruined by the presence of too many Mandos.

Last time I played I was thinking the same thing about gunners....

No not really. At least with too many gunners it doesn't feel like a pre-game.

I personally think there should be something done about assist kills. Perhaps make a separate stat for them, or eliminate them altogether. Right now all they're good for is inflating people's stat boards at the end of every round.

Out of the top 40 Heros this week over 50% are Soldiers and 9 out of the top 10 are Soldiers (in terms of score.) True fact. Rolleyes Wustlers right Mandos just don't integrate well enough at the moment, there are too few ways to hunt them down and they are too reliant on purely sniping. There are only 2 Mandos in the top 40 scoreboards this week and non in the top 40 K/D.

Wustler?

Anyways, normally commandos have the best ability to get good K/D's (easy kills, and easy ways to escape from death). But commandos are just outperformed by the other two classes in terms of score.

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(23-12-2012 06:57 AM)TPangolin Wrote:  I've always enjoyed reading your posts.
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08-05-2012, 03:58 PM | Post: #146
OffaLimb 
(08-05-2012 03:31 PM)The_WUUSTER Wrote:  Anyways, normally commandos have the best ability to get good K/D's (easy kills, and easy ways to escape from death). But commandos are just outperformed by the other two classes in terms of score.

Back when The Madstatter was running a site that tracked stat more in depth, he learned a few interesting facts.

1 - Mandos have the lowest overall average KDR
2 - Mandos have the fewest number of level 30s
3 - Mandos have the lowest overall average score per minute
4 - Mandos have the lowest overall average kills per round
5 - Gunners are the highest overall average KDR
6 - Gunners have the highest overall average kills per round
7 - Gunners have the highest overall average score per minute
8 - Soldiers have the most level 30s

I know that mandos have a nasty reputation for being overpowered, but that's all due to PS being a mess. You fix that ability and mandos will no seem so out of balance.

As for gunners, in my opinion, the 2 biggest problems is keg and legit. Legit needs slowed down, reduced duration, and longer cool-down. Keg needs to either slow down opponents or mark them. The keg didn't feel so overpowered back before it did both. I, personally, would love to see the return of the burning keg with no slow-down effect.

Soldiers, as they stand, are perfect. The only reason they feel weak is because gunners are too over the top and PS needs serious fixing.


Overall, the game's overall current balance is far better than it was when OB started. Things have consistently gone in the right direction. Even though it isn't perfectly balanced, the parts that are out of whack are not game breakers. A couple of small tweaks to legit and keg and a massive overhaul of PS is all that is needed.

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08-05-2012, 08:35 PM | Post: #147
2DayULive 
Nerf tree. They instant kill me each time I crash my airplane into them.
Nerf Houses, they also instant kill me. Make them do 90% dmg.
Nerf ground, I instantly die each time I get sent way too high by rockets and TT and my parachute fails. Also when I drop off a plane. So OP.

(08-05-2012 03:58 PM)OffaLimb Wrote:  5 - Gunners are the highest overall average KDR
6 - Gunners have the highest overall average kills per round
7 - Gunners have the highest overall average score per minute
8 - Soldiers have the most level 30s
Well, the average knows what to go with. ahem

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08-05-2012, 11:22 PM | Post: #148
The_WUUSTER 
(08-05-2012 03:58 PM)OffaLimb Wrote:  
(08-05-2012 03:31 PM)The_WUUSTER Wrote:  Anyways, normally commandos have the best ability to get good K/D's (easy kills, and easy ways to escape from death). But commandos are just outperformed by the other two classes in terms of score.

Back when The Madstatter was running a site that tracked stat more in depth, he learned a few interesting facts.

1 - Mandos have the lowest overall average KDR
2 - Mandos have the fewest number of level 30s
3 - Mandos have the lowest overall average score per minute
4 - Mandos have the lowest overall average kills per round
5 - Gunners are the highest overall average KDR
6 - Gunners have the highest overall average kills per round
7 - Gunners have the highest overall average score per minute
8 - Soldiers have the most level 30s

I know that mandos have a nasty reputation for being overpowered, but that's all due to PS being a mess. You fix that ability and mandos will no seem so out of balance.

As for gunners, in my opinion, the 2 biggest problems is keg and legit. Legit needs slowed down, reduced duration, and longer cool-down. Keg needs to either slow down opponents or mark them. The keg didn't feel so overpowered back before it did both. I, personally, would love to see the return of the burning keg with no slow-down effect.

Soldiers, as they stand, are perfect. The only reason they feel weak is because gunners are too over the top and PS needs serious fixing.


Overall, the game's overall current balance is far better than it was when OB started. Things have consistently gone in the right direction. Even though it isn't perfectly balanced, the parts that are out of whack are not game breakers. A couple of small tweaks to legit and keg and a massive overhaul of PS is all that is needed.

Really? I always thought soldiers outscored gunners in K/D and score.

Oh well sucks now since Madstatter isn't up anymore.

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(23-12-2012 06:57 AM)TPangolin Wrote:  I've always enjoyed reading your posts.
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20-05-2012, 10:17 PM | Post: #149
The_WUUSTER 
/Bump

This should be connected to MattyG's MR pistol thread too, since the MR pistol desperately needs some attention.

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(23-12-2012 06:57 AM)TPangolin Wrote:  I've always enjoyed reading your posts.
(This post was last modified: 21-05-2012 03:59 AM by The_WUUSTER.)
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21-05-2012, 04:41 AM | Post: #150
padamlulek 
I haven't been playing that much lately, but here are some changes I want for each class

Commando:

-Remove TT poison, change it to the keg slow effect

-Make the mark target cone bigger

Gunner:

-Reduce the length/speed of leg it

-Reduce damage on SR MGs

Soldier:

-Make grenade spam have a tighter spread

-Change BB into explosive shots, making shots explode on impact, increasing damage with each rank

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(This post was last modified: 21-05-2012 04:46 AM by padamlulek.)
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21-06-2012, 05:57 PM | Post: #151
Zwegaphant 
Gunner got nerfed :3

So this was a success I guess.

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