Author Topic: Capture The Base : TDM  (Read 10596 times)

that's pretty sick. honestly as long as ranger isn't 1shot and ar's are 4 shot kills at most and have less accuracy falloff, the primary balance issues would be resolved. assault class is still underpowered compared to SMG classes (due to less utility and inconsistent loadouts) but they'd fill the niche of ranged kills a lot better with those buffs.

if you want to consider unique features to change up spawning, maybe try wave-based spawning rather than timer based spawning. it would strongly emphasize not dying cause you might be respawning way later, and also ensure people spawn with their team and attack together. and if you're ever open to allowing people to switch classes mid round, it would provide a long enough window for people to do so.
« Last Edit: April 02, 2018, 09:37:09 AM by Conan »

the problem with the ranger is that classes did not have a good way to counter him. he could just sit behind a box or a wall and turn on third person to cheese the living stuff out of people. there's multiple ways to fix this like nerfing ranger damage, but a good idea might be giving other classes better grenades. the current grenades were a bit stuff because they had to explode like an inch away from their target to be effective, so buffing those and guaranteeing that people spawn with them would be a good way to debuff the ranger too

i suggest looking at the ranger class more deeply and thinking about more nerfs like the one above because a damage nerf doesn't always solve issues and might create new ones (like the new ranger class being worse than other classes). maybe you don't nerf the damage too much but give the ranger less hp? maybe you decrease the ranger's range so they are only effective at super close range? there's a bunch of directions you can take this
« Last Edit: April 02, 2018, 11:04:58 AM by Gytyyhgfffff »

this is rly fun, there's some things on this server I haven't seen anywhere else.

the problem with the ranger is that classes did not have a good way to counter him. he could just sit behind a box or a wall and turn on third person to cheese the living stuff out of people. there's multiple ways to fix this like nerfing ranger damage, but a good idea might be giving other classes better grenades. the current grenades were a bit stuff because they had to explode like an inch away from their target to be effective, so buffing those and guaranteeing that people spawn with them would be a good way to debuff the ranger too

i suggest looking at the ranger class more deeply and thinking about more nerfs like the one above because a damage nerf doesn't always solve issues and might create new ones (like the new ranger class being worse than other classes). maybe you don't nerf the damage too much but give the ranger less hp? maybe you decrease the ranger's range so they are only effective at super close range? there's a bunch of directions you can take this
Maybe a single shot or a slow pump action? There isn't much to work with shotgun-wise with the H&K pack unless you want automatic. IIRC the damage modifier is for every weapon in the pack in the prefs list, so you can't really modify it by itself. Maybe put a class restriction or something?

Maybe increase the reload time and slow the fire rate on ranger, and keep the damage? That way you can't just unload both shots in a second and kill someone, it would be more risk-reward

i think the issue with ranger stems from the fact that every gun kills in like 3-4 hits so ranger HAS to kill in 1-2 hits in order for it to be 'balanced' to everything else. you should probably consider lowering the damage multiplier in general so people have more time to react to a dangerous situation rather than wait 5 seconds to respawn while they wonder how they could've avoided that situation (they couldn't have)

ranger's main strength is indoors because there's a lot of tight corridors so you have to design the ranger anti-class around that. gyt's suggestions for grenades are probably worth considering because they are the best counter. another suggestion could be an attacker class that has a one-shot shield which is basically a shield with 1 hp but no damage spillover so if you get shot with a 10-damage gun the shield breaks and you can take further damage. but if you get shot with a 100-damage gun (like ranger) your shield breaks but it negates 99% of the damage, which means you need to get hit with the second blast in order to take actual damage. this shielded class would be best used against a ranger, because the low shield hp would be instantly lost if you get shot by someone with an automatic gun or something, but it has the potential to negate an instakill if faced against ranger. to balance it you'd probably want to give it a weaker gun and a bunch of grenades. the shield would also be good for a grenade class because you'd probably be tossing grenades with reckless abandon and one or two of them are bound to bounce back into your radius so the shield would essentially save you from a mishap like that

if you want to consider unique features to change up spawning, maybe try wave-based spawning rather than timer based spawning. it would strongly emphasize not dying cause you might be respawning way later, and also ensure people spawn with their team and attack together. and if you're ever open to allowing people to switch classes mid round, it would provide a long enough window for people to do so.
this is a really good idea. it would also give defenders a buffer time to regain their defenses. the major problem with this is that attackers spawn a mile away so they already lose about 20 seconds to walking time between their spawn and the base. a wave spawn feature would only be good if attackers had a lower in between wave delay than defenders to make up for that travel time
« Last Edit: April 02, 2018, 02:40:17 PM by thegoodperry »

that's pretty sick. honestly as long as ranger isn't 1shot and ar's are 4 shot kills at most and have less accuracy falloff, the primary balance issues would be resolved. assault class is still underpowered compared to SMG classes (due to less utility and inconsistent loadouts) but they'd fill the niche of ranged kills a lot better with those buffs.

if you want to consider unique features to change up spawning, maybe try wave-based spawning rather than timer based spawning. it would strongly emphasize not dying cause you might be respawning way later, and also ensure people spawn with their team and attack together. and if you're ever open to allowing people to switch classes mid round, it would provide a long enough window for people to do so.
Ranger now has an edited spread and does 55 damage when every single bullet hits the target. Hopefully this will stop the insta kills, during our testing it seemed effective. Still working on rifles. I do plan on allowing class changing as well. Ill probably have it be a /command and you'll just spawn back in the class picking area on next death after entering the command.
the problem with the ranger is that classes did not have a good way to counter him. he could just sit behind a box or a wall and turn on third person to cheese the living stuff out of people. there's multiple ways to fix this like nerfing ranger damage, but a good idea might be giving other classes better grenades. the current grenades were a bit stuff because they had to explode like an inch away from their target to be effective, so buffing those and guaranteeing that people spawn with them would be a good way to debuff the ranger too

i suggest looking at the ranger class more deeply and thinking about more nerfs like the one above because a damage nerf doesn't always solve issues and might create new ones (like the new ranger class being worse than other classes). maybe you don't nerf the damage too much but give the ranger less hp? maybe you decrease the ranger's range so they are only effective at super close range? there's a bunch of directions you can take this
Some ways to counter the ranger have been added. Attackers breaching class now has a 20 HP shield that recharges, and the syringe with a longer cooldown time for self and team heal. The SMG path has been changed to a dedicated FAD class and comes with the T+T Conc' grenade with a slightly smaller explosion and damage radius.
i think the issue with ranger stems from the fact that every gun kills in like 3-4 hits so ranger HAS to kill in 1-2 hits in order for it to be 'balanced' to everything else. you should probably consider lowering the damage multiplier in general so people have more time to react to a dangerous situation rather than wait 5 seconds to respawn while they wonder how they could've avoided that situation (they couldn't have)

ranger's main strength is indoors because there's a lot of tight corridors so you have to design the ranger anti-class around that. gyt's suggestions for grenades are probably worth considering because they are the best counter. another suggestion could be an attacker class that has a one-shot shield which is basically a shield with 1 hp but no damage spillover so if you get shot with a 10-damage gun the shield breaks and you can take further damage. but if you get shot with a 100-damage gun (like ranger) your shield breaks but it negates 99% of the damage, which means you need to get hit with the second blast in order to take actual damage. this shielded class would be best used against a ranger, because the low shield hp would be instantly lost if you get shot by someone with an automatic gun or something, but it has the potential to negate an instakill if faced against ranger. to balance it you'd probably want to give it a weaker gun and a bunch of grenades. the shield would also be good for a grenade class because you'd probably be tossing grenades with reckless abandon and one or two of them are bound to bounce back into your radius so the shield would essentially save you from a mishap like that
this is a really good idea. it would also give defenders a buffer time to regain their defenses. the major problem with this is that attackers spawn a mile away so they already lose about 20 seconds to walking time between their spawn and the base. a wave spawn feature would only be good if attackers had a lower in between wave delay than defenders to make up for that travel time
Yea, the ranger doesn't 1 shot anymore unless you got less than 55 health. The shield is a great idea and is already implemented in the breacher class. Wave spawning could be cool but i don't wanna keep people waiting around to respawn. We've also added support for Viso's health bar and will probably have an alternative that enables itself for you if you don't have the client for viso's healthbar.

Ive also updated classes in the OP
« Last Edit: April 03, 2018, 11:46:58 AM by The Brighter Dark »

ranger nerf sounds good, i noticed it was 2 shot ingame. if it doesnt also have a dedicated sidearm, its kill potential is reduced, making it more of a high damage support class rather than solo kills

if the breaching class is the one with the syringe, c4, and mac10, you may be overloading the class with too much utility. if you dont touch assault rifle spread, maybe consider putting it on them so they have that distinct tankiness niche
« Last Edit: April 03, 2018, 10:38:09 AM by Conan »

double post just to say i really appreciate all the work put into this tdm. there's a lot of really high quality custom content and i love it all. i'd also praise the administration and how quickly they work at fixing things and making needed changes (esp with the balance changes today), but im somewhat part of it so idk if i have an unbiased view.

the pre-game combat lobby and various mini dm's really add a lot of flavor and helps offset playing the gamemode too long turning into boredom.

the only game suggestion i have now is a progressively decreasing timer for each team for each capture, to prevent perpetual base ownership swapping and shorten total round times. something like for every subsequent capture, that team's ownership timer needed to win goes down by 30 seconds or 1 minute.
« Last Edit: April 04, 2018, 11:02:31 PM by Conan »

Thanks Conan :0 ill look into that suggestion!

Updates:
  • You no longer go to DM after choosing classes
  • Use /newclass to change class
  • Shield removed from breacher and added to ranger
  • Reduced Conc' grenade explosion and impulse radiuses
  • Ranger spread reduced slightly
  • Made garage door and health station events more reliable

Hosting this saturday


What's that???? Server up today?????



breacher has a syringe now, dont complain, he can heal himself up smh!!

ranger has no healing and tends to always take damage whenever fighting due to short range, so shield makes more sense on him!!

When your homie doesn't come to your birthday party