6 years ago
PVP and Gameplay Feedback
Most of my experience comes from Turf. I have also played smaller game modes where imbalances are easier to notice. Movement: Walking while shooting is too slow. This is especially so with low HP cl...
@Iron_Guard8I think the Tanks' speeds are balanced in terms of walking and shooting. It's everyone else that is too slow.
I am getting used to their being only Bullet Drag for some characters, but their are other classes that could so easily be balanced and benefit from Damage Fall-off. For example, 80's is too good at sniping, so the easiest solution would be to give his 3rd Charge less damage at longer ranges.
Or E slide, All-Star, Soldier, and Corn could do less damage at long range, and more damage at close range, while also preventing them from being too good at sniping. I think their current design right now shows that nerfing their damage and only adding Bullet Drag is not working.
As for characters like Nightcap or SB's Flying Fists, I personally am not too bothered by it. Their weapons are more hit-or-miss weapons, and I kind of like that, but I would not mind if they also got Fall-off too.
I agree that beefy shields and Shield stacking is something to be avoided, like pre-nerf Space Station and All-Star. Again, Fall-off damage could really help make Shields easier to balance because less classes will be doing Max damage at any range. Fall-off damage could even help balance Healing.
@Cameroid07That's fair. Also with sprinting and a higher TTK, being able to do good damage at range is important. I just thought that Fall-off could work in some specific cases where it could at least justify some classes being able to do more damage at close range.
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I feel like my explanation for Z-mech's problems was missing some details or was a little unclear. So here is a simple revision.
I strongly think Robo Call should not give instant invincibility, and the explosive Escape should be nerfed. Explosive Escape just covers too much area and it is really obnoxious when contesting points.
In terms of Buffs, I think Z-mech just needs a little more damage in his primary. Like I said, I think Z-mech's primary doesn't quite do enough, especially since it overheats so quickly. Basically, too many times I find myself firing in bursts to prevent overheating. I don't think Z-mech is too much of a glass cannon, but I don't think Z-mech should have armor either. Maybe a slow HP regen.
Z-mech is best for flanking, due to it's power at close - mid range. Z-mech definitely should not be a weapon to mindlessly throw at the enemy, like it is now with Explosive Escape.