Adjustments to General Gameplay

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
These changes would be focused towards reducing frustration, fixing oversights and small changes to make the game look a bit better. The most significant of these are the changes to how knockdowns look and feel.

Currently the knockdown is a very powerful mechanic that creates tension during a fight and allows for powerful crowd control abilities to be potent. It is one of the big things that sets MB2 apart from everything else. However it can prove very frustrating and can feel unavoidable for the less experienced players. By slightly reducing the time it takes for the getup and giving additional control over your destiny, we hope to alleviate general frustration while slightly reducing the game-ending impact of a knockdown.

All primed grenades will tick similar to Concussion Grenades to allow players to detect corner ambushes more reliably. This will also help players read the battlefield better as they can now determine if a grenade has been primed or not without having to hear the priming beeps.

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
These changes to the way the Force works are slight tweaks to reduce frustrating behaviour in Pull and Lightning. There was a big cool factor in hitting snipes on Jedi/Sith who were playing carelessly, so we would like to bring that back.

Push 3 is generally perceived to be very powerful and easy to use considering its utility. We are thinking of an indirect nerf by making it cost 2 points more to access. Boosting Push 2 would encourage players to save points for other abilities as long as they are comfortable with aiming at their intended targets. People who can do single-target pushing reliably will be able to do so with less points. However, if someone wants to be a crowd control powerhouse, that is still possible, just with an added cost.

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
These behavioural changes explain themselves for most part. Staff and Duals are made more accessible, but they lose their defensive bonus. Flinch becomes more reliable and both players can expect a specific result when getting shot.

Frag Grenade
  • Secondary throw FP drain removed
Knockdown is already punishing enough. It also feels inconsistent as it is the only explosive that does this.

Clone Rifle
  • Reduce velocity of both blobs by 15%
The Clone Rifle's blob blasts have become very fast over the course of the years almost sneakily. This has removed a certain feeling of pride and accomplishment from landing air blobs on mandalorians. This also reduces the game ending power the Blob currently holds over Jedi/Sith.

Concussion Grenade
  • Direct hits explode on impact dealing extra damage (10-20 HP)
Bring back some of the old Primary Grenade feel to the Soldier class while giving the Double Conc Build a bit more oomph.

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
Give the Projectile Rifle back its possibility of quickscoping, but create a requirement of having a setup for making clear shots. Ammo amounts available are also tweaked to make sniping a more conscious decision as it cannot be done wastefully.

Westar M5
  • Increase sniper ammo cost so that the clip can fit 1 less sniper shot
  • Decrease sniper shot base damage by 3
The M5 is largely where it needs to be, but being able to fire so many shots in succession reduces the feeling of every shot counting. In similar fashion the base damage would be decreased just slightly to emphasize the importance of landing two consecutive shots for the kill.

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
The rapid fire/charged shot swap has made the gun feel more like its own thing. It no longer feels like an overpowered E11, even if only at Level 2. The charged shot is given more emphasis while also slightly reducing its initial damage output, while keeping the maximum charge damage the same. Currently the damage adds up too fast resulting in high damage with very little charging required. These changes just nudge us more towards making the gun feel as punchy as it felt like in Episode 7.

EE3
  • Sniper shot damage decreased from 100 to 90
The sniper shot damage is reduced slightly to emphasize shots that land on the chest and head.

Disruptor
  • Primary shots pass through targets
  • Increase reload time by 20%
The non-scoped mode gets a fun feature that should make it an interesting option in a tight hallway. The Disruptor reloads very fast and this leaves very small timing windows for enemies to relocate and suppress. Increasing reload time should make sniping a more responsible decision.
Melee
  • Legsweep no longer knocks down if the target is crouching
This behaviour inconsistent and the legsweep has a very large hitbox, so knocking down players with it is not exactly as thrilling and skillful as it should be. Now players have some counterplay against it.
Poison Dart
  • Reduce duration by 33%
Poison can feel like a very frustrating ability when stacked as it forces a player out of the fight. It also grants the Bountyhunter a long timing window for pressure or even securing the kill. This change should increase significance of landing consecutive darts and gives the Bountyhunter less time to capitalize.

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.
 
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Interesting set of adjustments. I am curious though; what is going to be the new counter for crouch punching with the leg sweep undergoing a pretty big change?
 
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I feel the focus mechanic for projectile rifle will turn it into a mostly defensive weapon, which BHs already have in the form of the disruptor. So both weapons will have really similar uses, taking away some variety from BH. I feel the projectile rifle is fine where it is, and you know what they say, "If it ain't broke, don't fix it ".
 

MaceMadunusus

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Lightning only stuns for the frames that it hits

Realized the lightning wording was a bit different than I thought it was. Should be: Lightning stuns proportionally to the amount of time the button is held.

This way we can ramp up the stun timer for holding the button down which prevents the usage of tapping the button to stun someone while not making it impossible for sith to close the distance if they have used the force power long enough.

This can also be used as another way to differentiate and rescale each of the lightning levels. (Numbers in graph below are bullshitted. Ignore the numbers themselves)

055340afaa38bb006337d0a612b02078.png
 
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Realized the lightning wording was a bit different than I thought it was. Should be: Lightning stuns proportionally to the amount of time the button is held.

This way we can ramp up the stun timer for holding the button down which prevents the usage of tapping the button to stun someone while not making it impossible for sith to close the distance if they have used the force power long enough.

This can also be used as another way to differentiate and rescale each of the lightning levels. (Numbers in graph below are bullshitted. Ignore the numbers themselves)

055340afaa38bb006337d0a612b02078.png
LOL when I saw the original post I was like, "Stun is the whole point of lightning 1 and 2, are devs really that dumb?"
 
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I feel like some of the people in this thread don't really know what is truly best for the core flow of gameplay.
Everyone needs to look at this.
Just because "mah devs tuk my fav power and nerfed it" doesn't mean it makes the game bad or the power bad. All of mb2 needs to realize that the devs change things because they're trying to help.

If they don't change lightning = yelled at
If they do (did) = yelled at

Play the game, experience the changes for a few weeks or so, then complain if you still don't like it.
 
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Melee
  • Legsweep no longer knocks down if the target is crouching
yeah let's nerf literally the only option melee has to someone holding down ctrl. good idea kk yes very gud

ok here's why this is dumb i'm going to make a flowchart 4 u ok cool :)))))

kick/jumpkick/uppercut/sweep shit on noobs that are not blocking
kick/jumpkick are useless when jedi noob hold block but uppercut/sweep shit on block, uppercut has really bad range and no gapclose (unless ur arc and blow ur getaway diveroll lmao!!!!) and sweep has even worse range but instant startup so that's p. k i guess? gl walking next to noob so u can crouch tho lol!!
ok so what hapen when noob hold ctrl tho? u fukin die LMFAO!!!! but
there is still hoep

hoep of land sweepkick and pwn noob who thot they owned u cus pinky fingure tuoch crouache buton

u r tryin to nerf worst wepon in gaem, lol

who com up 2 u nd say "melee is 2 gud, must nerf" lmao

teras kasi never cus devs haet fist mans, always nerf never buff
 
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I agree with everything but I'm not sure about the TK assist. Will that end up more punishing for people playing with a rager or a TKer since they can dish out more TK points to the team? I don't think this will be of much help. Should TK punish instead be based on the damage amount rather than the final hit? That way if someone deals more than 50% or up to a certain threshold to you, you can punish them even if they didn't land the final blow.
 
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You have a move where you have to run up to some guy's face, crouch and then press some buttons before it does anything and hope that they don't shoot you, saber you, nade, push, or otherwise annihilate you instantly and somehow this move is on the dev's list of shit to nerf today.

We're talking about the same game where sniping is the meta and somehow this move is a problem.
 

SomeGuy

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You have a move where you have to run up to some guy's face, crouch and then press some buttons before it does anything and hope that they don't shoot you, saber you, nade, push, or otherwise annihilate you instantly and somehow this move is on the dev's list of shit to nerf today.

We're talking about the same game where sniping is the meta and somehow this move is a problem.
Also if you are in melee and crouch and hold melee block, surprise, it blocks the sweep kick. It's already counterable.
 

GoodOl'Ben

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Thanks to everyone who took part in this! Saw a lot of great ideas flying around and in general this served as a good reality check to see where we've gone too far with our ideas.

Tallied up all the positive and negative feedback. Anything mentioned positively was added as a plus, anything that was mentioned negatively without adjusting the feature itself was added as a minus.

Ones voted above +10 or that did not receive criticism will be implemented and tested. Generally starting with the tentative smaller numbers. For example getup time reduction will begin with 0.5s. If it feels too much, it will be scaled back from there. If it feels insignificant, it may be scaled up to 1.0s, but no more. Some changes that might overlap such as the getup/sideroll will be implemented and tested one at a time to see if the other is needed at all.

Generally anything below +10 but over 0 will be considered more, looked at again at a later and tweaked. Altered numbers/concepts will most likely appear in later threads.

Controversial topics between +0 and +9 will be considered in lessened form. Expect another thread regarding those later.

Specific exception mentions:
  • People want blob changed. General opinion seemed to be against velocity nerfs. We'll test a version that reduces speed by 10%, reduces damage by 50% and the Ion's max stun duration is decreased by 0.5s.
  • Poison Dart nerf will be tested out, but with only 1 damage tick removed.
  • Concussion grenade will be tested out, but only with direct hit explosions, no damage boost.
  • Push cost change + Push 2 buff will be tested. We feel it buffs the ability more than it nerfs. Generally people didn't want Force abilities nerfed. This was a key buff at promotes skilled play with Push, so it will be tried out. Especially considering the changes to knockdowns were well-received.

I'll be posting more of these threads later. This was really fun and I think it really helped show the breadth of opinions. I will however find a better way to collect the actual "votes" next time.

General mechanics
  • Getup from knockdown activates 0.5-1 second sooner for single life classes +14
  • Getup animation from knockdowns changed to a sped up Soldier getup animation while on the ground (mid-air getup is still current coinflip) +16
  • Can't hack objectives while on fire +11
  • All single life classes can sideroll upon knockdown except SBD +10
  • Sonic detonator stuns count as assists +12
  • Incendiary Grenade flames stop dealing TK points after being lit for 5 seconds +10
  • Assist TKs can be punished +7
  • A primed grenade will tick passively to alert for corner camps +8

The Force:
  • Pull vulnerability frames changed to match Push (+5)
  • Push costs changed from 2-2-8 to 2-4-8. Single target knockdown added for Push 2. (+6)
  • Lightning only stuns for the frames that it hits (-7)
  • FP drains are no longer capped when not blocking (+4)

Lightsaber
  • Passive deflects should never fly behind the deflecter (+8)
  • Increase Flinch range to match Close IDR for better consistency (+8)
  • Staff/Duals cost to 0 (+4)
  • Staff/Duals defense arc to match regular stances (+3)

Frag Grenade
  • Secondary throw FP drain removed (+10)

Clone Rifle
  • Reduce velocity of both blobs by 15% (+11)

Concussion Grenade
  • Direct hits explode on impact dealing extra damage (10-20 HP) (+6)

Projectile Rifle
  • Remove firing delay while scoping (+5)
  • 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 (-6)
  • Adjust ammo available per level 8-12-18 (+6)

Westar M5
  • Increase sniper ammo cost so that the clip can fit 1 less sniper shot (-4)
  • Decrease sniper shot base damage by 3 (-4)
Bowcaster
  • Implement a curved damage increase for the charged shot like with the Disruptor (+12)
  • Include a sound effect for charging the shot (+9)
  • Fully charged shots are always accurate (+10)

EE3
  • Sniper shot damage decreased from 100 to 90 (-4)

Disruptor
  • Primary shots pass through targets (+8)
  • Increase reload time by 20% (+8)
Melee
  • Legsweep no longer knocks down if the target is crouching (-11)
Poison Dart
  • Reduce duration by 33% (+3)
 
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MaceMadunusus

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I'll be posting more of these threads later. This was really fun and I think it really helped show the breadth of opinions. I will however find a better way to collect the actual "votes" next time.

I used google forms to do this with some EC related feedback a few months ago. Worked out pretty well if set up properly.
 
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This is coming from someone who uses Conc. grenades a lot, I think this change will make them OP. Allow soldiers to cream clones easily.
 

Gargos

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I am gonna cry a bit if staff still stays 2 points and push lvl3 costs 2 points more than before. This means goodbye my awesome speed butterfly build:(
 

{Δ} Achilles

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Concussion grenades exploding on impact is a horrid idea, and according to Tempest not what he intended.

Reducing the damage of poison darts, or lowering the speed of blobs does literally *nothing* to solve balance issues with those things.

Increasing the cost of Push needlessly breaks most builds, especially force whore builds. It doesn't make much sense, really.
 
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