For the past couple months we have been gathering up ideas and thoughts on how to alter some values to reduce critical breakpoints in the gameplay experience while still staying true to MB2's signature feel. Before even trying them out, we would like to see some discussion on the potential implications and if there are some controversial changes in the mix. None of these changes are final and surely not all of them will ever see the light of day, but many of these ideas attempt to address issues that particularly new players might feel are frustrating. Note that these changes do not focus on Saber vs Saber mechanics as that is explored elsewhere in Tempest's tweak threads. General mechanics Getup from knockdown activates 0.5-1 second sooner for single life classes Getup animation from knockdowns changed to a sped up Soldier getup animation while on the ground (mid-air getup is still current coinflip) Can't hack objectives while on fire All single life classes can sideroll upon knockdown except SBD Sonic detonator stuns count as assists Incendiary Grenade flames stop dealing TK points after being lit for 5 seconds Assist TKs can be punished A primed grenade will tick passively to alert for corner camps The Force: Pull vulnerability frames changed to match Push Push costs changed from 2-2-8 to 2-4-8. Single target knockdown added for Push 2. Lightning only stuns for the frames that it hits FP drains are no longer capped when not blocking Lightsaber Passive deflects should never fly behind the deflecter Increase Flinch range to match Close IDR for better consistency Staff/Duals cost to 0 Staff/Duals defense arc to match regular stances Frag Grenade Secondary throw FP drain removed Clone Rifle Reduce velocity of both blobs by 15% Concussion Grenade Direct hits explode on impact dealing extra damage (10-20 HP) Projectile Rifle Remove firing delay while scoping Introduce focus mechanic: Stand still for 1.5s to fire a 100% accurate shot. Visually decrease crosshair size in the same fashion as EE3 until accuracy achieved Adjust ammo available per level 8-12-18 Westar M5 Increase sniper ammo cost so that the clip can fit 1 less sniper shot Decrease sniper shot base damage by 3 Bowcaster Implement a curved damage increase for the charged shot like with the Disruptor Include a sound effect for charging the shot Fully charged shots are always accurate EE3 Sniper shot damage decreased from 100 to 90 Disruptor Primary shots pass through targets Increase reload time by 20% Melee Legsweep no longer knocks down if the target is crouching Poison Dart Reduce duration by 33% That was a lot more than I expected. Please take your time to read and think about these changes. As said above, none of them are set in stone and are more-so starting points rather than final values. We would love to hear your thoughts. What sounds good? What sounds bad? Why? I am fond of all of these changes and truly believe they make the game more nuanced without feeling too heavy-handed. I am sure we'll disagree on some of the more drastic points, but I would love to see you also highlight which of the changes make the game better even if you feel strongly against some other features.