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TrashCan

How about are mission balancing?

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14 minutes ago, notHunky said:

VIP missions are just a painful experience regardless of which side I play on. They take way too long and really need an overhaul of some sort. I think it would be MUCH better to do it the way Asylum has it so that each team has a VIP to protect. 

Not a fan of VIP vs VIP tbh, splitting the team into attack and defense means that whatever VIP dies is at a much harder disadvantage than just VIP lives, depending on how many people decide to stick with defending him instead of attacking the opponent's VIP.
 
17 minutes ago, notHunky said:

Item hold missions are just a mess. there are way too many cheesy ways to make the mission unwinnable if the attacking team doesn't have a Volcano or car surfer + ALIG. At the moment I am unsure how they could be reworked in a way which makes them less annoying/unfair.

Antivehicular combat is the least of our problems here, the biggest trouble is caused when one of the teams decides to challenge the opposition to a parkour run while they take potshots with snipers.
 
18 minutes ago, notHunky said:

Someone mentioned car delivery missions are also quite annoying when people keep blowing up the vehicles right after they spawn. Maybe make it so that anyone who destroys a delivery mission vehicle automatically get a bounty placed on them, regardless of which team they're on? 

Make it so that points are awarded only when somebody is actively driving the car - i.e. distance traveled instead of time. Problem solved.
20 minutes ago, notHunky said:

Delivery missions can range anywhere from absolutely fine to HELL ON EARTH. I think this has more to do with the way players interact with items than the mission type itself. For example, if your team's drop off location is in a place where it's hard/impossible to bring a vehicle next to, AND all the objectives are all heavy items. Two things can be done about this. 1. For the love of god get rid of heavy items as an objective when items cannot be dropped off from inside your vehicle. 2. Make it so that players can move at full speed with medium items, but restrict the use of their weapons. This way people don't need to use janky workarounds like continuously dropping suitcases while jumping to move around faster.

Or get rid of the worst offending delivery points during final phases, i.e. anything that is not at ground level.

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On 9/3/2018 at 6:32 PM, Rikard86 said:
Antivehicular combat is the least of our problems here, the biggest trouble is caused when one of the teams decides to challenge the opposition to a parkour run while they take potshots with snipers.
That's why I mentioned the volcano. I use it to air burst people out of cheap camping spots/rooftops with the item so we actually have a chance at winning. But not everyone owns a volcano and god help you if your team has not yet unlocked an OPGL either.
 
On 9/3/2018 at 6:32 PM, Rikard86 said:
Not a fan of VIP vs VIP tbh, splitting the team into attack and defense means that whatever VIP dies is at a much harder disadvantage than just VIP lives, depending on how many people decide to stick with defending him instead of attacking the opponent's VIP.
 
Yeah I guess that doesn't really address the main issue I was going for. My biggest complaint with VIP is when they can just run the whole time by equipping car surfer and a deployable shield to become nigh untouchable when on top of a Vegas 4x4 circling the map at sanic speed. And that isn't even factoring in if they have another car escorting them.
 
On 9/3/2018 at 6:32 PM, Rikard86 said:
Make it so that points are awarded only when somebody is actively driving the car - i.e. distance traveled instead of time. Problem solved. 
I think you're misunderstanding what I mean by car delivery missions. It's those missions where you have to grab 2 or 3 separate vehicles and drive them all to one drop off point. What tends to happen is the last car keeps getting blown up before you can get it out of the spawn area. The events tend to go in the following order:
  1. The enemy blows up the objective vehicle right after you get inside it, because the vehicle is either already heavily damaged, and/or there's an ALIG hiding around a corner.
  2. You respawn and clear out the area by killing the entire enemy team to get the car safely.
  3. It doesn't matter because the entire enemy team spawns like 50 meters away from the objective and blows you up again.
  4. Rinse and repeat.
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7 hours ago, notHunky said:

That's why I mentioned the volcano. I use it to air burst people out of cheap camping spots/rooftops with the item so we actually have a chance at winning. But not everyone owns a volcano and god help you if your team has not yet unlocked an OPGL either

Volcano is another pair of sleeves, I've played with and against people whose modus operandi is to whip it out during Kills phases to spam 1000 damage missiles from out of visual range. Why was the missile gravity curve removed?
 
7 hours ago, notHunky said:

Yeah I guess that doesn't really address the main issue I was going for. My biggest complaint with VIP is when they can just run the whole time by equipping car surfer and a deployable shield to become nigh untouchable when on top of a Vegas 4x4 circling the map at sanic speed. And that isn't even factoring in if they have another car escorting them.

4x4 and Coywolf have no acceleration penalty when running with VIPs or items, they are a bit broken, yeah - but there are ways to face this kind of VIP and not all of them require an OSMAW or car surfer.
 
7 hours ago, notHunky said:

I think you're misunderstanding what I mean by car delivery missions. It's those missions where you have to grab 2 or 3 separate vehicles and drive them all to one drop off point. What tends to happen is the last car keeps getting blown up before you can get it out of the spawn area. The events tend to go in the following order:

  1. The enemy blows up the objective vehicle right after you get inside it, because the vehicle is either already heavily damaged, and/or there's an ALIG hiding around a corner.
  2. You respawn and clear out the area by killing the entire enemy team to get the car safely.
  3. It doesn't matter because the entire enemy team spawns like 50 meters away from the objective and blows you up again.
  4. Rinse and repeat.

 


yeah I read that as Car Hold, go figure (which doesn't make sense since you can get into the van once, blow it up, keep blowing it up to prevent enemies from getting it and win).

what you just described is what happens in Cisco districts, since car delivery missions are much easier to do when you're delivering Vegas due to the car being faster, heavier and sturdier, but that's mainly a car balance problem and not strictly mission balance. Edited by Rikard86

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I don't see the missions you described NO PROBLEM!  
 

Edited by Yood

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On 9/1/2018 at 12:29 AM, Ignas / qsn said:

themes

how the fuck does one nerf themes? 

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6 minutes ago, Pedroxin said:
how the fuck does one nerf themes? 
delete?

they already did it to console :^)

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