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Todesklinge

Character Modications need a rework

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VERY IMPORTANT !

 

Character Modifications need a rework.

 

Clotting Agent is to much OP and all other are useless.

 

Dont ignore that post!

I made many post in the sugesstion Forum but no one Dev read this.

 

 

It makes no sense to develop the game further if the character Modifications are total broken!

 

 

IMPORTANT:

Some HIGH DAMAGE weapons need to be rebalanced (like Sniper etc.) to work better with the new Modification rework!

 

 

The Rework:

 

CLOTTING AGENT:

 

OLD:

 

 

Clotting Agent 1:

-25% health regen delay

+25% health regen time

 

Clotting Agent 2:

-50% health regen delay

+50% health regen time

 

Clotting Agent 3:

-80% health regen delay

+100% health regen time

 

 

 

NEW:

 

Clotting Agent 1:

-30% health regen delay

+20% health regen time

+5% more income damage

 

Clotting Agent 2:

-60% health regen delay

+40% health regen time

+7,5% more income damage

 

Clotting Agent 3:

-90% health regen delay

+60% health regen time

+10% more income damage

 

Reason:

Clotting Agent gives you a faster health regen delay for a bit longer regeneration time, but you take more income damage.

 

 

----

 

FLAK JACKET

 

OLD:

 

Flak Jacket 1

-40% explosion damage taken

-1 Grenade count

 

 

 

NEW:

 

Flak Jacket 1

-40% explosion damage taken

+1 Grenade count

 

Flak Jacket 2

-80% explosion damage taken

-1 Grenade count

 

Reason:

Flak Jacket should give 2 options.

Fair explosive damage reduction, but one more grenade, or massive explosion reduction and one lesser grenade. Higher explosion damage reduction is good to have more protection against explosive vehicles (if damaged or with a trap)

 

 

----

 

 

FRAGILE

 

OLD:

 

Fragile

+14% sprint speed

+14% run speed

-14% health

 

 

 

NEW:

 

Renamed Fragile in to "Assassin"

 

Assassin 1:

+10% sprint speed

+10% run speed

+5% more damage you deal to enemys

-10% health

 

Assassin 2:

+15% sprint speed

+15% run speed

+10% more damage you deal to enemys

-20% health

 

Assassin 3:

+20% sprint speed

+20% run speed

+15% more damage you deal to enemys

-30% health

 

Reason:

The Assassin modification gives you more speed and you can deal more damage to your opponents (by attacking from the sides), but your deadly attacks gives you lesser Health.

PS: Sniper Weapons need a damage rework to kill the Assassin 2 and 3 with one hit. Thats the compensation.

 

 

 

----

 

 

KEVLAR IMPLANTATS:

 

OLD:

 

Kevlar 1

+10% player health

-15% sprint speed

 

Kevlar 2

+20% player health

-20% sprint speed

-10% run speed

 

Kevlar 1

+30% player health

-20% sprint speed

-20% run speed

 

 

 

NEW:

 

Kevlar 1

+20% player health

-10% sprint speed

-5% run speed

 

Kevlar 2

+35% player health

-15% sprint speed

-7,5% run speed

 

Kevlar 3

+45% player health

-20% sprint speed

-10% run speed

 

Reason:

Reduced sprint speed have multiple downsides:

1. Your enemy can hit you better (on all ranges).

2. The jump Distance is reduced (many places can not be reached with Kevlar 3)

3. Incoming Vehicles can kill you easier (it is harder to avoid incomings cars or jump over them)

4. You take longer to get in Cover

5. You need longer to reach mission tasks (!!!)

 

Kevlar should give you more health for more allround protection, but makes you slower in movement.

Lower Kevlar gives you a good bonuses and higher Kevlar dont increase is to much.

PS: Sniper and some other weapons need to rebalanced!

 

EXAMPLE:

FFA 5.56 R&D III 

Health Damage 165 x 3

1 Burst = 495 Damage

2 Burst = 990 Damage

3 Burst = 1485 Damage (Overdamage)

Also every player die at the 3. Burst, Kevlar 3 too...

This weapons is dealing to much damage.

 

 

----

 

 

INFO:

This all numbers etc, are just THEORICAL suggestions, its need to be tested in the game, before adding it.

 

I am thinking most of players can find very nice modifications what suits you better!

 

 

 

----------

 

Here some weapon examples:

 

Here are a few weapon damage stats:

 

N-TEC 5 Dvah

Health Damage: 185

 

5x 185 = 925 Damage

6x 185 = 1110

7x 185 = 1295 

8x 185 = 1480

 

CLOTTING AGENT

 

Clotting Agent 1

+5% income Damage 

5x 185 = 925 Damage +5% Damage = 971,25 Damage

 

Clotting Agent 2

+ 7,5% income Damage

5x 185 = 925 Damage +7,5% Damage = 994,375 Damage

 

Clotting Agent 3

+ 10% income Damage

5x 185 = 925 Damage +10% Damage = 1017,5 Damage

 

Also:

At Clotting Agent 1 + 2, nothing is changed, both can survive 5 N-Tec 5 shots!

Only Clotting Agent 3 dies at 5 shots.

 

 

 

KEVLAR

 

Kevlar 1

+20% player health

6x 185 = 1110 = Survive

7x 185 = 1295 = dead

 

Kevlar 2

+35% player health

6x 185 = 1110 = Survive

7x 185 = 1295 = Survive

8x 185 = 1480 = dead

 

Kevlar 3

+45% player health

6x 185 = 1110 = Survive

7x 185 = 1295 = Survive

8x 185 = 1480 = dead

 

 

If you can see, Kevlar have higher stats, but this is not so OP it looks like.

Kevlar 1 can keep 7 Shots.

Kevlar 2 und 3 can keep 8 shots.

 

 

 

At the OLD Kevlar System:

Kev 1 = 10% = have no effect = useless

Kev 2 = 20% = 7 Shots

Kev 3 = 30% = 8 shots

 

The old Kevlar 1 have no effect, Kevlar 2 and 3 can keep one more.

 

---

 

 

Here you can calculcate self 

 

SHAW

Health Damage = 125

8x 125 = 1000 Damage

9x 125 = 1125

10x 125 = 1250

11x 125 = 1375

12x 125 = 1500

 

--

DMR-SD R&D I

Health Damage = 400

3x 400 = 1200 (Kevlar 1 dont have effect)

4x 400 = 1600 (Kevlar 2 + 3 die after 4 hits)

All Clotting Agent can surive 2 shots, also they die at 3 hits.

 

 

--

 

N-HVR 243 'Scout'

Health Damage = 550

2x 550 = 1100 Damage

3x 550 = 1650 Damage

All Kevlar can surive 2 hits, thats fair.

All other die at 2 hits.

 

--

 

N-HVR 762

Health Damage = 850

2x 850 = 1700 Damage

 

This high damage makes no sense, it need a rework.

 

It is better to set the Damage to 1000 or remove this sniper out of the game.

Edited by Todesklinge
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i'd love to hear your suggestions, if only so i can get a good laugh out of them

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On 10/25/2019 at 5:21 PM, Solamente said:

i'd love to hear your suggestions, if only so i can get a good laugh out of them

well he's kinda right, clotting agent is the only one worthwhile using and basically mandatory
edit: i think clotting agent should just be made into a category of it's own, probably not the best idea but atleast it buffs fragile and sadly, kevlar, which probably should get looked into in that case

Edited by Yeedman

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1 minute ago, Yeedman said:

well he's kinda right, clotting agent is the only one worthwhile using and basically mandatory

he's totally correct that ca3 (and to a lesser extent ca2) render all other green mods worthless, but considering his previous suggestions have included "buff concursions" i was hoping to see the birth of a new meme

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35 minutes ago, Todesklinge said:

It makes no sense to develop the game further if the character Modifications are total broken!

It makes no sense to mess around with anything (mods included) till we got the engine upgrade and phasing!

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1 minute ago, HighSociety said:

It makes no sense to mess around with anything (mods included) till we got the engine upgrade and phasing!

why?

 

the engine upgrade won't have any real effects on balance, and its a waste of time having the devs responsible for weapon balance sitting around twiddling their thumbs - although considering most of the balance changes so far maybe actually balancing is a waste of time too

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I have moved this topic to the Game suggestions section of our forums.

 

~@mayii

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4 hours ago, Todesklinge said:

Every character Modification should have a fair existing (role)!

Please enlighten us.

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4 hours ago, Solamente said:

why?

 

the engine upgrade won't have any real effects on balance, and its a waste of time having the devs responsible for weapon balance sitting around twiddling their thumbs - although considering most of the balance changes so far maybe actually balancing is a waste of time too

I'm assuming the engine upgrade will give new possibilities to rework the mods in ways we have not thought of yet.

4 hours ago, Todesklinge said:

Every character Modification should have a fair existing (role)!

what are the suggestions?

fix this now , without saying what all needs to be fixed and or how doesnt really help much

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See first Post for all new rework!

 

I am thinking every player can find a good and fair modification for ingame use.

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They should ban you for this thread.

 

Those stats/suggestions got a good laugh out of me.

Edited by NotZombieBiscuit

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7 hours ago, NotZombieBiscuit said:

They should ban you for this thread.

 

Those stats/suggestions got a good laugh out of me.

You dont know how balancing works.

Stop trolling!

 

Merged.

 

Here are a few weapon damage stats:

 

N-TEC 5 Dvah

Health Damage: 185

 

5x 185 = 925 Damage

6x 185 = 1110

7x 185 = 1295 

8x 185 = 1480

 

CLOTTING AGENT

 

Clotting Agent 1

+5% income Damage 

5x 185 = 925 Damage +5% Damage = 971,25 Damage

 

Clotting Agent 2

+ 7,5% income Damage

5x 185 = 925 Damage +7,5% Damage = 994,375 Damage

 

Clotting Agent 3

+ 10% income Damage

5x 185 = 925 Damage +10% Damage = 1017,5 Damage

 

Also:

At Clotting Agent 1 + 2, nothing is changed, both can survive 5 N-Tec 5 shots!

Only Clotting Agent 3 dies at 5 shots.

 

 

 

KEVLAR

 

Kevlar 1

+20% player health

6x 185 = 1110 = Survive

7x 185 = 1295 = dead

 

Kevlar 2

+35% player health

6x 185 = 1110 = Survive

7x 185 = 1295 = Survive

8x 185 = 1480 = dead

 

Kevlar 3

+45% player health

6x 185 = 1110 = Survive

7x 185 = 1295 = Survive

8x 185 = 1480 = dead

 

 

If you can see, Kevlar have higher stats, but this is not so OP it looks like.

Kevlar 1 can keep 7 Shots.

Kevlar 2 und 3 can keep 8 shots.

 

 

 

At the OLD Kevlar System:

Kev 1 = 10% = have no effect = useless

Kev 2 = 20% = 7 Shots

Kev 3 = 30% = 8 shots

 

The old Kevlar 1 have no effect, Kevlar 2 and 3 can keep one more.

 

---

 

 

Here you can calculcate self 🙂

 

SHAW

Health Damage = 125

8x 125 = 1000 Damage

9x 125 = 1125

10x 125 = 1250

11x 125 = 1375

12x 125 = 1500

 

--

DMR-SD R&D I

Health Damage = 400

3x 400 = 1200 (Kevlar 1 dont have effect)

4x 400 = 1600 (Kevlar 2 + 3 die after 4 hits)

All Clotting Agent can surive 2 shots, also they die at 3 hits.

 

 

--

 

N-HVR 243 'Scout'

Health Damage = 550

2x 550 = 1100 Damage

3x 550 = 1650 Damage

All Kevlar can surive 2 hits, thats fair.

All other die at 2 hits.

 

--

 

N-HVR 762

Health Damage = 850

2x 850 = 1700 Damage

 

This high damage makes no sense, it need a rework.

 

It is better to set the Damage to 1000 or remove this sniper out of the game.

 

 

 

 

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The only game where a Barrett Cal 50 canT kill neither at 1 mt of distance.

 

HVR should be a one shot kill.

Plus should stun inside range of 5 mt, also if miss enemy.

 

ZB will agree too.

Edited by Queen of Love
bum.

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On 10/27/2019 at 7:27 AM, Queen of Love said:

The only game where a Barrett Cal 50 canT kill neither at 1 mt of distance.

 

HVR should be a one shot kill.

Plus should stun inside range of 5 mt, also if miss enemy.

 

ZB will agree too.

Why would I ever agree that the HVR should be one shot?

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10 hours ago, NotZombieBiscuit said:

Why would I ever agree that the HVR should be one shot?

Because we dont need two same Sniper that kills with 2 hits.

500 Damage Sniper

Vs.

850 Damage Sniper

 

N-HVR 762 make Kevlar useless but Clotting Agent have max Bonus against.

 

You can use Kevlar to survive one N-HVR 762 hit.

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18 hours ago, BrandonBranderson said:

The HVR being a one shot is one of the dumbest suggestions I've ever seen for this game, and that's saying a lot because I've read most of yours.

Use your brain befor you are posting!

 

1000 Damage is more balanced than 850 Damage, like yet.

 

With 1000 Damage you can use Kevlar to survive a hit, thats easy.

But actually the 850 Damage make no sense.

Kevlar have no effect and a double penality!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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1 hour ago, Todesklinge said:

Use your brain befor you are posting!

 

1000 Damage is more balanced than 850 Damage, like yet.

 

With 1000 Damage you can use Kevlar to survive a hit, thats easy.

But actually the 850 Damage make no sense.

Kevlar have no effect and a double penality!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You are trying to balance the entirety of the game around the existence of Kevlar Implants and the Heavy HVR.

 

Kevlar Implants has the effect of slightly increasing your health. You are not meant to be able to tank several shots with it. It's supposed to be this tiny little sliver of health that could potentially help in some situations. You pick this mod with the knowledge that it will slow you down and put you at a disadvantage in some speed-related situations.

 

Heavy HVR is a support weapon. You deal immense damage with the initial shot, which will soften the shot enemy enough for your team to pick up the scraps with a health advantage of their own. The downsides are that you are slowed down while carrying the Heavy HVR, and you have to reveal your location when you take a shot - which gives your enemy this ~1s to quickly process that "an enemy is shooting from that direction. find cover immediately or you risk dying".

 

Scout HVR is also a support weapon. It shares the refire rate of the Heavy HVR, but is significantly less hard-hitting in comparison. The Scout HVR lets you regain the speed you lose by using the Heavy HVR, but the downside is that you don't deal as much damage - meaning that in a 1v1 situation your refire will need to be practically immediate if you want to secure the kill, otherwise Clotting Agent users will be able to regenerate lost health much sooner.

 

The very moment you eliminate the Heavy HVR's need to take two shots, you cause a massive problem in the metagame:

  • CQC weapons become obsolete. If a Heavy HVR is anywhere with a height or distance advantage, shotgunners and SMG users cannot close the distance in any way. While they will be exposed for practically the entire time they try to get into a closer position, the Heavy HVR user only needs a single peek to completely stop the CQC player's approach.
  • If the defended objective is out in the open, the defense doesn't require you to be anywhere near the objective. You are equally deadly to a cornerpopping JG user - the difference is that you don't even need to expose yourself or put yourself anywhere near the actual fight.
  • Targets of HVR users have no chance of fighting back. When you're on attack, specific dangers are present at specific ranges. If an enemy is at long range, you will know that they're a sniper and that they're equipped with a weapon hindered by slow refire. None of this actually matters if the Heavy HVR were to kill in one shot. You're dead and you have no chance of fighting back. The gun isn't meant to win you every fight at range - it's supposed to weaken the target and open them up to attacks from closer range. The fight starts and ends when the Heavy HVR user lands their shot - literal 0 TTK.

Shifting the meta towards one weapon which immediately stops fights and forcing everyone to use Kevlar Implants in order to have a fighting chance against it is not the way to go. I have no idea why you want Kevlar Implants 3 and Heavy HVR to 1) be buffed, 2) become the new standard.

 

If there is one thing I agree with in this thread, it's that Clotting Agent 3 (and to a smaller degree, Clotting Agent 2) obsoletes all other green mod options in the game. Everything else - dear Lord, no, no, no, we absolutely should not be doing this.

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@MartinPL

 

Both Sniper kills with 2 shots, this makes hard sniper not good. Or to good.

 

Clotting Agent can recover very fast HP and HVR deal 500 Damage x 2 = 1000 but Clotting Agent can regen so fast, that Clotting Agent can keep 3 hits.

Also same like Kevlar, but Clotting Agent have no penality.

 

The Overdamage is the Problem, 2x 850 = 1700 damage, this makes no sense!

Clotting Agent have full speed and fast regen speed, thats INSANE in Sniper Combat.

But curiosity, Kevlar gives NO Bonuses against Snipers... also Kevlar have more penalitys (slower movement)!

 

 

This have nothing to do with balance, if one Mod (Clotting Agent) OP in all situations and Kevlar are to weak and becomes downsides in sniper battles!

 

Wow... 99% of all Players use Clotting Agent, because its OP and no other Mod can beat this.

Kevlar should give you more HP but this dont works most of time, because many Weapons are deal overdamage.

Also a Health Mod that dont works, nice!

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17 minutes ago, Todesklinge said:

Clotting Agent can recover very fast HP and HVR deal 500 Damage x 2 = 1000 but Clotting Agent can regen so fast, that Clotting Agent can keep 3 hits.

Also same like Kevlar, but Clotting Agent have no penality.

Neither HVR variant deals 500 damage. Heavy HVR deals 850, Scout HVR deals 550.

 

Also... you don't really understand what Clotting Agent does, do you? You start regenerating health much sooner, but the regeneration itself takes more time because you regenerate less health points per second.

 

26 minutes ago, Todesklinge said:

The Overdamage is the Problem, 2x 850 = 1700 damage, this makes no sense!

Clotting Agent have full speed and fast regen speed, thats INSANE in Sniper Combat.

But curiosity, Kevlar gives NO Bonuses against Snipers... also Kevlar have more penalitys (slower movement)!

The "overdamage" thing is incomprehensible to me — I don't understand the concept you're describing. Heavy HVR is not "wasting 700 damage in its second shot", it's "forcing the recovery of 700 health points before it's safe to come out of cover again".

 

Another thing: you're overly focused on sniper-based fights. Fire exchanges in APB occur on more ranges than sniper range — meanwhile you want to balance the entirety of the game around sniper range gameplay.

 

And once again, Clotting Agent doesn't have faster regen. It starts much sooner, but is literally slower than regular non-CA regen.

 

28 minutes ago, Todesklinge said:

Wow... 99% of all Players use Clotting Agent, because its OP and no other Mod can beat this.

Kevlar should give you more HP but this dont works most of time, because many Weapons are deal overdamage.

Also a Health Mod that dont works, nice!

Kevlar Implants are not supposed to be a mod that lets you tank shots like an armored personnel carrier. It's supposed to be a tiny sliver of health that may help you in a fight. I have no idea why you insist it should become one.

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