Some thoughs bout balance and gameplay
#1
Posted 27 February 2011 - 08:36 AM
here a list of ideas and improvements to the balance me and my friends has discussed in the last month of weekly ow-playing. We know, the list is too long and has some realy hard points, so we do not believe all of them has any chance to get into overwatch but: we ALL think, that they all are somehow necessary for the balance, the fun and the flow of the gameplay. So I hope you will read and discuss all this ideas, too.
Let's start with some of the propebly codebased hardest changes, but for the gameplay in our opinion necessary changes.
1. as an defender you usually watch in one direction and protect the others. You do not see what happens around you, so sometimes, becaus some people have a leck of communication, you stand somewhere alone and think people are behind you. But the are already moving to another place. It is very frustrating if you "die for the team" and your team already is somewhere else. So it would be nice if you get somehow a kind of indicator if someone is near by you (a circle around your crosshair or something like this)
2. if you play as a medic it is very hard to have an eye on anybody... sometimes you heal someone because you didn't see there is someone with lower health, you can not know how the situation is bout your teammates around a corner etc. It is not funny if you heal 3 guys and outside someone dies because you had no chance to know about his situation and then you are the "bad medic". An systim like for the medic in TF2 would be really nice for all medics out there.
3. Some people run to get every weapon as the first, so there are sometimes: medics with crossbow and rpg and they do not now how to play with just one of this jobs, so I think it would be nice if rpg and crossbow also get rols like defender and medic for rounds with enough players (for small rounds still it is better if singel person can do more jobs)
4. with the smg you can "sniper" combines at any distanc with running and holding m1 (w+m1 like pyro in tf2 xD). Some "recoil" that pushs the crosshair slowly upwards while firing would be a small and good solution for this.
Now some balance-changes for the overwatch gameplay.
After a month my friend is undefeatable as overwatch and bored by playing the overwatch. After he told me the tactics he used, I was also undefeated and bored:
1. He is spamming the combines with the manhacks and safes them at an spot they can not get shot and just spawns manhacks. Again around 30 manhacks the rebels are without a chance.
2. Also while we have to do an objective wich takes time (like hacking) he give us this time and saves all his troups for a singel wave wich is undefeatable, even with some grenades.
This tactics are boring for both sides (nothing happens and then comes an end with no special things to avoid it). They also stress the server very much (especially a such great number of manhacks) so that the "feel" of playing is getting destroyed because of small lags and so on.
Best ideas we had for this problem: Limit the number of units for the overwatch to the sice of about 3 waves and also reduce the amount of manhacks that can be alive at the same time to bout 2,60 per living rebel (including the right up and down rounding of the numer, so 1 rebel=3, 2 rebels=5 up to 7 rebels = 18, after some playtests we think this is the ideal amount of manhacks to maximise their effectivness without makeing them total overpowered. Also we thought about an "enginear"-class with a gravi-gun which helps do destroy manhacks or mines. That would be the best for balance at canals, but we don't know if you want to avoid the gravi-gun, because it should be "freeman only" or propebly it will change the balance and the way to play through a level too much). Also a good, but from the code side propebly harder, way would be to increase the spawn times for all units if there are more units alive at the moment, but this would also be much work of testing for the "right timing changes", but if this will make it in also a nice change would be to change the speed of reviving rebels if the most of them are dead. This will increase the action and feeling in an "last man standing" if he just need 5 sec to revive another player. But this also may cause some bugs like "what is if 2 people revive other players and one of them get revived which will usually increase the time needed to revive other players".
Now at the end, thanks for reading my long text with the bad english and I hope some of this global balance and gameplay improvements will make it into ow, because they are (in the eyes of me and 4 friends) really needed to make ow survive a longer time and to make the game more variant in the ow and rebel gamestyle and anything.
Best wishes,
ponpat
edit: made some smaler cleanups for the "Overwatch- changes" part.
#2
Posted 28 February 2011 - 01:15 AM
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Someone might notice that circle over their crosshair and might be filled with the need to protect the nearby person from danger. I'd love to see that kind of motivation in people. *Especially* in a co-op game such as this.
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#3
Posted 28 February 2011 - 05:55 AM
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Thank you for reading and responding to my post. But the "main balance issues" are in the "Changes for the Overwatch"-Part (I cleaned it up a little bit to make it more easy to read and Quote, hope you or somebody other will discuss a bit bout this suggestions). Perhapes you know the "undefeated" JPT580. He just started having fun as the Overwatch yesterday, because he starts to use his troops "normal" so he also lost sometimes. But if he WANTS to win (and not to have fun) he uses "Manhackspamming" and "Troop saving" wich always lead to a win for the overwatch. I also did yesterday at canals a round where I nearly killed all rebels just with manhack spamming at any station (and then before they lose I just took the manhacks away, because I wanted to have fun, not an easy and boring win).
#4
Posted 28 February 2011 - 08:02 AM
ponpat, on 27 February 2011 - 08:36 AM, said:
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1. He is spamming the combines with the manhacks and safes them at an spot they can not get shot and just spawns manhacks. Again around 30 manhacks the rebels are without a chance.
2. Also while we have to do an objective wich takes time (like hacking) he give us this time and saves all his troups for a singel wave wich is undefeatable, even with some grenades.
-Attack alone rebels.
-Don't use only one flank, use everyone of them.
-Spawn shotgun for close fight and smg if not.
-When you spawn a unit, send him to fight.
This work, you can ask it to every rebels I defeated
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#5
Posted 28 February 2011 - 11:58 AM
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Also: The minimap is not always good to "read" in a really fighting situation, and also, do not know if my scrren is just to big, if I focus on the map I can not really see anything other... especially through the shield.
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Currently there are 2 ways to win: play good and smart (that works usually but is no garant to win)... and this spamming and troup-saving wich means: overwatch is not really playing for about 3-4 minutes and then rushs you and nobody (overwatch and rebels) have really fun in this time, but leads the overwatch to win without beeing smart.
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#6
Posted 28 February 2011 - 08:57 PM
ponpat, on 27 February 2011 - 08:36 AM, said:
here a list of ideas and improvements to the balance me and my friends has discussed in the last month of weekly ow-playing. We know, the list is too long and has some realy hard points, so we do not believe all of them has any chance to get into overwatch but: we ALL think, that they all are somehow necessary for the balance, the fun and the flow of the gameplay. So I hope you will read and discuss all this ideas, too.
Let's start with some of the propebly codebased hardest changes, but for the gameplay in our opinion necessary changes.
1. as an defender you usually watch in one direction and protect the others. You do not see what happens around you, so sometimes, becaus some people have a leck of communication, you stand somewhere alone and think people are behind you. But the are already moving to another place. It is very frustrating if you "die for the team" and your team already is somewhere else. So it would be nice if you get somehow a kind of indicator if someone is near by you (a circle around your crosshair or something like this)
Alright, this is where wariness comes into play. A good defender isn't a walking shield, he is a guy with a shield. He acts like a normal Rebel, just slightly more clingy towards the group. When the Overwatch makes a major move, he whips-out that shield only until the combine are gone. THEN he returns to the Rebels group. I'm sure there are other ways to play Defender, but that's how I do it and I never get abandoned.
ponpat, on 27 February 2011 - 08:36 AM, said:
We've been talking about this, and you're right. I mean, there are people who can pull it-off, but not enough of them. I personally think that we need a bigger area of effect for the medkit so they can heal people while on the move.
ponpat, on 27 February 2011 - 08:36 AM, said:
Meh. That can be fixed by the mapper. You don't need to re-code the game; just re-balance the map.
ponpat, on 27 February 2011 - 08:36 AM, said:
Possibly. There's also the chance it simply makes fighting the hardest game of HL2 you will ever play more frustrating. You need to be able to focus on what you are doing and what the OW is doing. Not be pre-occupied with making the goddamn SMG aim where you want it to go.
Now some balance-changes for the overwatch gameplay.
After a month my friend is undefeatable as overwatch and bored by playing the overwatch. After he told me the tactics he used, I was also undefeated and bored:
ponpat, on 27 February 2011 - 08:36 AM, said:
Now that's a trick I wanna see...
ponpat, on 27 February 2011 - 08:36 AM, said:
This tactics are boring for both sides (nothing happens and then comes an end with no special things to avoid it). They also stress the server very much (especially a such great number of manhacks) so that the "feel" of playing is getting destroyed because of small lags and so on.
You're right. There have been minor discussions on what to do about that. The current idea is a unit cap.
ponpat, on 27 February 2011 - 08:36 AM, said:
Now at the end, thanks for reading my long text with the bad english and I hope some of this global balance and gameplay improvements will make it into ow, because they are (in the eyes of me and 4 friends) really needed to make ow survive a longer time and to make the game more variant in the ow and rebel gamestyle and anything.
Best wishes,
ponpat
edit: made some smaler cleanups for the "Overwatch- changes" part.
Thank you for your input, Ponpat. It is greatly appreciated.
#7
Posted 01 March 2011 - 12:15 AM
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#8
Posted 01 March 2011 - 03:22 PM
Ranma, on 01 March 2011 - 12:15 AM, said:
Come play with us at the community playtimes and you'll be able to see it.
It was not suggested in the way he mentioned. He doesn't want faster hacking or other half-assed ideas. His engineer uses a gravity gun to help against mines. I personally love the idea. Mines are such a pain in the ass. I've been trapped in one of the tubes before because the GM put a mine on the exit. I wish an engineer was around to get that mine away from my balls.
Alright.
I do weekly and have yet to see it work.
Oh, so true.
#9
Posted 02 March 2011 - 02:48 AM
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#10
Posted 02 March 2011 - 03:48 PM
ponpat, on 02 March 2011 - 02:48 AM, said:
Come this we on the community-playtime and I will allow JPT580 to use it (last weekend I said I will kick him from my mumble-server if he would use this "strategies" xD) But plz play long enough to get into the right maps (canals and... forget the name of this map, the city -or street- map where you have to hack/detonate things to push to the next area... In this to maps you can see very fast what a power the manhack spamming has.)
I do not think I am that good... I die to often and I can not do a "last man standing-fight" like WAXT, Gabe or you (just the names I remember, my memorie for names is sooo bad xD). So I play the defender because it is imo the best think I can do for the team (as a medic I do not have so much overview like I have to and as a "normal player" I just play "normal" and I saw many other defenders wich do not use the shield until their health goes low and they put it out to save themself and let the team protect them not they are protecting the team.)
Its simple, just put a second rocket launcher towards the end of the level so that someone else who sees the need of a rocket launcher will pick it up and use it. If both launchers are being squandered by that time, you have yourself a team of idiots and deserve to lose.
On OW_Canals, of course. Manhacks can be abused in every way possible and it needs balance. But then again, almost everything else on that map can be abused in order to beat the Rebels, too. On OW_Breach (the one with the streets) however, Manhack-Cops are so regulated that its easier just to use the Manhack spawns overhead. In OW_Citadel, you can kinda use Manhack-Cops in conjunction with Manhacks spawns to molest the rebels, but Manhack-Cops are only better when there are few rebels (1-3). Otherwise plain Manhack spawns get you reliable 'hacks without the chance an enemy might pistol-snipe you CPs.
(Aimed at Ponpat AND Ranma)
I know for a fact that you can handle a shield pretty well, but what makes you great at riot-shielding and what makes me decent at riot-shielding are two totally different things, I'm just sharing my bit so you don't get abandoned as much and can surpass my abilities by an even larger gap.
#11
Posted 03 March 2011 - 04:46 AM
Manhacks are pretty much balanced.
Imagine winning ZM by using only shamblers. Unlikely, right? That's because they aren't balanced-- manhacks are. Alone they are not threatening, but in large groups they actually do become threats. In ZM, shambles aren't threats and never will be. Even sandwiched. All it takes is a few bullets to shoot a hole in the wall of shamblers and run though. As long as it's possible to win against a manhack army they are still balanced. Manhack armies are challenging at times, but still very much defeatable so everything is OK in that department.
And oh, it's impossible for me to use the shield. My computer can't show transparent graphics so the riot shield is totally black and opaque. While this is a pain for Overwatch, it REALLY helps in this game. But I'm so busy being medic I usually don't have to worry about the shield. Times always do come up though...
As for your medic suggestion earlier, I don't want to say anything. I don't have a problem healing people on the run, but that's because I'm good as medic; I'm aware it's difficult for others to do it. That makes my thoughts conflict. I've seen it all over-- medics struggling to heal players on the field. The thing is, I can do it so it *is* possible. Being too difficult or not isn't my place to say.
#12
Posted 06 March 2011 - 09:16 AM
Ranma, on 03 March 2011 - 04:46 AM, said:
The devs are working on how to transform the crossbow and the RPG as roles, I said it before.
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Imagine winning ZM by using only shamblers. Unlikely, right? That's because they aren't balanced-- manhacks are. Alone they are not threatening, but in large groups they actually do become threats. In ZM, shambles aren't threats and never will be. Even sandwiched. All it takes is a few bullets to shoot a hole in the wall of shamblers and run though. As long as it's possible to win against a manhack army they are still balanced. Manhack armies are challenging at times, but still very much defeatable so everything is OK in that department.
Agree, maybe the manhacks can makes players panic but it's temporary.
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Funny story : I ask for my medic to heal me : he drop his medkit on me -_-'
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#13
Posted 06 March 2011 - 10:01 AM
Quenquent, on 06 March 2011 - 09:16 AM, said:
I was repeating myself in response to ScrooLoose's comment.
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We should save it for when JPT and WAXT are GM. Then it could be used at a tool for balancing the game.
#14
Posted 06 March 2011 - 12:07 PM
Ranma, on 06 March 2011 - 10:01 AM, said:
I was repeating myself in response to ScrooLoose's comment.
Yea, I brought it up and AndY explained it to me. I had never played Half-Life 2 before so I've never actually used the gravity gun. I had no idea you could use the gravity gun to stop manhacks. A gravity gun would also make it possible to move the junk in the sludge to where a player can jump across without being injured. Yea, a gravity gun would a total pain for the Overwatch.
We should save it for when JPT and WAXT are GM. Then it could be used at a tool for balancing the game.
I understand that the Crossbow and RPG are going to be roles. I just thought that if I didn't acknowledge it, it wouldn't exist. But on the other hand, just turning the RPG and Crossbow into roles actually makes sense. However, I've been thinking about it some more and I'm starting to like it.
I've thought that massively nerfing the punts and throws would fix the gravity gun problem. So that we aren't violently tossing things around, but using a slow, cone-shaped push instead of a punt and a reasonable toss instead of shooting debris. That way you could become the "anti-rollermine, anti-manhack, anti-hopper mine, and anti-city scanner" unit without being able to efficiently weaponize whatever you pick-up.
#15
Posted 06 March 2011 - 12:43 PM
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Funny story : I ask for my medic to heal me : he drop his medkit on me -_-'
You was this? Was first time my friend (JPT580) was playing Overwatch... since this day I always replay this situation in Mumble when he joins "JPT heal me, I am dieng her!" (JPT in mumble) "yeah I am searching on wich button is healing" (in overwatch) "JPT, I am dieing, just heal me" (in mumble) "perhapes it is the h key?" (in overwatch) "noooo dont drop me the healthkit, just heal me!"... I loled so hard in this situation xDDDD
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#16
Posted 06 March 2011 - 01:55 PM
ScrooLewse, on 06 March 2011 - 12:07 PM, said:
But.... the gravity gun can never happen because it could be used as a trolling device. The person could move the mines in an area where it becomes a danger to the team rather than helpful. A pity, really because I would love for a way for mines to be handled other than having someone pop a mine and risk blowing up himself and others.
#17
Posted 06 March 2011 - 02:25 PM
#18
Posted 06 March 2011 - 03:20 PM
I wish there was an energy gun with a 20 second cool down that can shoot mines and turrets to disable them, and maybe do damage to the helicopter equivalent to one RPG shot. I'd love something like that.
#19
Posted 07 March 2011 - 10:28 PM
Ranma, on 06 March 2011 - 03:20 PM, said:
I wish there was an energy gun with a 20 second cool down that can shoot mines and turrets to disable them, and maybe do damage to the helicopter equivalent to one RPG shot. I'd love something like that.
There's a SWEP in G-mod called the Arc Beam. It shoots electricity and can short-circuit rollermines and turrets as well as the normal damage electricity does to things. It was actually well balanced and implemented as it could auto-aim to an extent like electricity normally can, had a reasonable range, like electricity does, and even though it had unlimited ammo, it had to cool-down after a while.
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