- Btcc22
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Some feedback!
Posted by: Dr Syx
-These vary from map to map. For non-vehicular maps I removed Rocket Launchers/Fuel Rods. I remove flamethrowers every time.
Agree with this, except for on large, open maps like Infinity and Blood Gulch. There's no need to remove the flamer on them. The likes of Danger Canyon will be better off without it though.
Posted by: Dr Syx
-Removed Overshields and Active Camo from non-vehicular maps. (Open for debate whether or not should be taken out from larger maps as well. Also, if we keep it in, where do I put them that will better for gameplay?)
Leave them exactly where they are on vehicular maps. The only map where they might seem a bit off is Blood Gulch, until you realise that having the spawn closer to the blue port is a fair advantage to try and make up for not having the hill.
I could argue that they were okay on some of the smaller maps, like. For all the grief they cause, they do add an extra elements to the game's tactics.
Derelict:
I'd move it from the top level to the bottom though; controlling the top is enough of an advantage without needing an overshield too. Giving it to those that spawn on the bottom would help them make a push and regain control if the other team wasn't careful.
Rat Race:
I'm in two minds about this. I loathe the overshield in team games. In CTF, the bottom spawn area is incredibly easy to overpower with grenades, allowing for mass spawn killing. Having an overshield spawn at the same time just compounds the problem. In team slayer, it turns play into some kind of mating ritual where everybody just dances around the teleporters and tunnels until it spawns.
I think removing the active camo, putting a float overshield in the top area of the map and greatly decreasing their spawn frequency would help to balance things out slightly. I'm not sure whether it'd make things miserable to have two players running around with an overshield or if it'd add an extra dimension to the tactics.
Damnation:
It's fine where it is. Most players use it to grenade jump to the rocket launcher.
Chill Out:
Dull map that focuses almost entirely on holding the shotgun room. Not great that overshield happens to spawn there too but if you remove it entirely, it'll probably still just be a map where camping with shotguns wins.
Consider moving it to the hallway opposite to where it currently spawns. It'd give the controlling team a reason to leave the shotgun area and if they didn't, it'd give the surpressed team a chance to make a push.
Hang 'em High:
It's fine where it is if you're not receptive to the idea of moving it elsewhere or would rather remove it. It's a massive risk that's more than likely going to get you killed for very little reward. If players can be creative and make use of it though, let them.
If you are open to the idea of relocating it, consider moving it to the bottom area (the . HeH is a horrible map where a team spawning top can mean a free victory. I wouldn't object to something that balanced it out a bit.
Other small maps:
Not played enough to bother with and I doubt any amount of tweaks could change that.
Posted by: Dr Syx
-Rocket Launcher only has one rocket per "clip" and you can only carry up to 2 rockets at a time forcing you to reload after every rocket. It also makes using the rocket launcher more strategic in nature due to the small ammo count.
I think this is a good change, for the most part, for maps like Sidewinder and Danger Canyon but probably not so much for the likes of Blood Gulch where most of its use is to take out vehicles. I'd rather see a clip with two rockets but the inability to reload rather than being so unforgiving for missing a vehicle, especially in a game where it's so common for rocket lead to be slightly off, causing the vehicle to survive despite taking a direct hit. Nothing more infuriating.
While you could change the mechanics of the launcher on a per map basis, I don't think that'd be a great idea if you're hoping to get the mod used on pubs. For the average player that's not going to learn the ins and outs of the game, consistency matters.
Posted by: Dr Syx
-Max grenades that can be carried are two. You also start with only 1 frag grenade. This is to avoid grenade spam which is often found in this game. In large part this is due to less skilled players giving up on trying to shoot. Instead they spam grenades hoping to win.
-Removed all grenades from non-vehicular maps
I hate grenade spam yet I hated these changes and found them to run counter to your intentions of increasing the 'skill gap'.
This mechanic ends up rewarding those who die frequently by giving them grenades and punishes those who stay alive since you've removed all of the grenade spawns.
The removal of grenade spawns removes a tactical aspect of the game, especially on maps like Rat Race where the game can be won or lost by having good control over the teleporters.
You should consider allowing for two grenades on respawn, setting a two grenade carry limit and changing any piles of four to piles of two instead.
Posted by: Dr Syx
-Shortened the blast radius of the frag grenade slightly and decreased the damage of the frag grenades. This was to ensure that if you recharge your shields another grenade won't kill you.
Don't really mind the change to the blast radius as long as it's not too drastic* but I'd rather see the damage levels stay as they are. Health packs are there primarily to deal with grenade damage so just make sure they're available on all gametypes (they aren't by default) instead.
*I'm thinking of vehicle play here. I'm guessing it's not really possible with the editors but if it is, it'd be nice to see the damage drop off with distance (your primary reason for the change) but for the 'push back' effect to stay the same for the sake of not messing up vehicle balance. Halo 2 decreased the potency of frag grenades and ended up with the worst vehicle play in the series.
Posted by: Dr Syx
(I would have made it a Plasma Grenade instead, but I ran into a problem editing plasma grenade counts in HMT.)
Plasma grenades are pretty bad in HPC and the net code certainly plays a part in that. Nobody uses them unless they're just spamming.
If you fix the net code, maybe they'd add something to the game's close quarters combat, given close quarters combat (talking extremes here) is usually a click spamfest followed by AR spraying or melee spamming. Anything that prevents that is a good thing in my book.
Is there any kind of tracking option that'd allow you to make getting a stick slightly less hit and miss? Perhaps increasing their initial velocity would help slightly.
Posted by: Dr Syx
(P.S. I'm really looking for some input right now for vehicles specifically. )
Remove the Ghost's stun effect (not sure how well it'd sync) and increase the accuracy of the rocket's hogs rockets but greatly reduce their splash radius. Gearbox had planned to make both of these changes (minus the splash radius bit) in a CE patch but never got around to it.
Posted by: Dr Syx
-Flag/Ball kill in one hit instead of two.
Fair enough. I don't think this will make much difference to play either way.
Other thoughts:
I'm aware that some of the changes I've proposed appear contradictory in some respects; using overshields to give the underdog a boost yet not allowing for them to have an advantage with grenades when they're dying frequently. My argument to this is that the places where I've recommended giving the underdog a leg up are the places where they're probably the underdog because of poor luck or bad map design.
Anyway, apologies for the poorly written stream of consciousness. ;)