Todesklinge 143 Posted October 25, 2019 (edited) 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 October 26, 2019 by Todesklinge 1 Quote Share this post Link to post Share on other sites
vsb 6171 Posted October 25, 2019 i'd love to hear your suggestions, if only so i can get a good laugh out of them 1 Quote Share this post Link to post Share on other sites
Yeedman 134 Posted October 25, 2019 (edited) 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 October 27, 2019 by Yeedman Quote Share this post Link to post Share on other sites
vsb 6171 Posted October 25, 2019 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 Quote Share this post Link to post Share on other sites
HighSociety 148 Posted October 25, 2019 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! 1 Quote Share this post Link to post Share on other sites
vsb 6171 Posted October 25, 2019 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 Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted October 25, 2019 Every character Modification should have a fair existing (role)! Quote Share this post Link to post Share on other sites
Amayii 398 Posted October 25, 2019 I have moved this topic to the Game suggestions section of our forums. ~@mayii Quote Share this post Link to post Share on other sites
NotZombieBiscuit 3146 Posted October 25, 2019 4 hours ago, Todesklinge said: Every character Modification should have a fair existing (role)! Please enlighten us. Quote Share this post Link to post Share on other sites
Fortune Runner 796 Posted October 25, 2019 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 Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted October 26, 2019 See first Post for all new rework! I am thinking every player can find a good and fair modification for ingame use. Quote Share this post Link to post Share on other sites
NotZombieBiscuit 3146 Posted October 26, 2019 (edited) They should ban you for this thread. Those stats/suggestions got a good laugh out of me. Edited October 26, 2019 by NotZombieBiscuit Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted October 26, 2019 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. Quote Share this post Link to post Share on other sites
Queen of Love 452 Posted October 26, 2019 (edited) 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 October 26, 2019 by Queen of Love bum. Quote Share this post Link to post Share on other sites
CookiePuss 5378 Posted October 26, 2019 Make CA3 the default regen, delete the mod. Bam, EZ. 2 Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted November 1, 2019 I need an answer from the Development Team! Quote Share this post Link to post Share on other sites
NotZombieBiscuit 3146 Posted November 4, 2019 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? Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted November 4, 2019 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. Quote Share this post Link to post Share on other sites
BrandonBranderson 672 Posted November 4, 2019 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. 1 Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted November 5, 2019 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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Quote Share this post Link to post Share on other sites
mtz 496 Posted November 5, 2019 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. 1 Quote Share this post Link to post Share on other sites
BrandonBranderson 672 Posted November 5, 2019 5 hours ago, Todesklinge said: Use your brain befor you are posting! ~Something about Irony~ Quote Share this post Link to post Share on other sites
RipperNL 2 Posted November 5, 2019 I really like the Fragile Assassin thing 2 Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted November 12, 2019 @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! Quote Share this post Link to post Share on other sites
mtz 496 Posted November 12, 2019 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. 1 Quote Share this post Link to post Share on other sites