Favoritism

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You know the absolute best way to sum up not only a bad patch, but the people who are making these horrid changes? When the official feedback thread is locked NINE FUCKING DAYS after it launches. I've been playing this mod for around three years now and I've never had to actually sign up and say something before. But here I am, under an alias, so I can play in peace if I decide to go back. Before I start, I'd like to state a few observations I've made upon actually playing the game (something I don't believe the current devs actually do anymore)

- Many people state they are unsatisfied with the game post 1.3
- Many veteran players come back, asking if 1.4 is over yet, and then promptly leave when they see the same cancerous garbage (flinch namely) is still in effect
- Nearly everyone is a Bounty Hunter or a Hero

Let's talk about that last bit, shall we? I'll focus on Bounty Hunter. Let's state those advantages over the average class.

- Faster run speed. Free
- Unblockable poison and tracking darts
- The easy to use E-11
- The harder to use but just as effective DLT-20a
- One shot pistol if maxed that you can ALSO take with a one-shot sniper rifle that fires a projectile that takes off more FP than the wrist laser, a weapon DESIGNED for FP draining that many to consider to be a joke weapon due to how bad it is in average gameplay
- A super grenade that can vaporize anything or anyone
- A melee (also jumping if you want) kick that can be used while a weapon is out. Free
- They can roll if they're downed. Free

So that's two instakill guns, multiple knockdown methods, faster default run speed than the entire roster, and physical feats along to go with it. Fair! I have some questions.

- Why are they faster than everyone else if they're supposed to be snipers? Snipers aren't traditionally fast classes, that gives them an insane amount of unjustifiable survivability against Jedi which they already have an entire armory to use against them anyway. If a Jedi gets close to you as a long ranged specialist, you should be dead or at least at a huge disadvantage because you're then in the ring of the close range specialist.

- Why are the poison darts needed anymore? Before it made sense to lower down or halt a Jedi's FP regen through the darts, but now they have such absurdly low FP regeneration that it makes absolutely no sense to have these unless you want to guarantee the BH a free kill. Especially when the Jedi has no way of avoiding it other than jumping which is very easy to wait for them to stop doing. It has perfect accuracy across an entire hallway, can't be blocked, and is (from what I can tell) hitscan? Even Dash for Hero was nerfed because of how impossible it was for Sith to counter with a pistol combo.

- WHY CAN YOU TAKE THE ONESHOT PISTOL AND THE SNIPERS IN THE SAME BUILD? This guarantees you will be a powerhouse not only from long range but from up close, and more often than not I have BHs shoot at me with the proj rifle whilst I'm blocking then just switch to their gay little pistol and walk at me firing until I run out of FP. I can't run or jump away because I'll get shot in the back or I'll just empty my FP by jumping. Before I could attempt to engage them with a lucky jump kick or even a deflect because my FP wasn't laughably bad and there wasn't flinch but now there is almost no way to take them on if they're even remotely decent. You shouldn't be able to have a one shot kill from long range AND a one (or two) shot kill from up close, that's fucking retarded.

- Why can they kick with a weapon out? Simiarly, why can a Bounty Hunter/Hero roll if they get pushed over but not a Mandalorian who are trained warriors and as such are trained in acrobatics?

So let's see what that chalks up to - an extremely squirmy, unreasonably powerful class that does not have particularly hard to use weaponry and functions as a better counter to Jedi than fucking SBDs do. But not only that, their weapons tear through almost every gunner, their speed allows them to escape every single class, and should they run out of darts or heaven forbid ammo they can just switch to a different gun and spam at the Jedi down until they either run out of FP or trigger flinch. And devs refuse to touch it because they're too busy butchering Jedi with flinch, unreasonably low FP regen, no saber perks and now they're even going after push, one of the few things we have left.

Revert Jedi and Sith (better yet the entire game) back to 1.3, please. Maybe even further back. And then take a fucking look at how broken some of the gunner classes are. I didn't have a problem with BHs and Heroes until you slaughtered sabers, now I have no chance against them as a saberist or a gunner unless -- you guessed it -- go Hero or BH myself and get into a gay little sniper war. Fuck that. This kind of blatant gunner (rather, sniper) favoritism is killing the game.
 
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i see you 11\17, and you can see me 14\4
Still better than with Soldier, I had 11/14 when I wrote that message though.
Edit: I made a screenshot at that time 8/10:
 

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That's oddly the most balanced screenshot of mb2 I have seen in awhile. No massive team stack, win discrepancy, or obscene scores. Sounds fun!
 

k4far

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That's oddly the most balanced screenshot of mb2 I have seen in awhile. No massive team stack, win discrepancy, or obscene scores. Sounds fun!

Blues have won over twenty more games they are ability stacked. Reds just got two new players meaning that team was constantly losing in number of players.

Who is the other Seras?
 
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Later in the rounds I was even able to get back my score, and vasya had 48/11 and he says that flinch makes Jedi underpowered:
 

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SeV

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I'm going to briefly spell out the biggest problem with the direction Jedi/sith have taken in open mode recently.

1. Low FP drains -> Takes awhile to drain someone dry of FP even if they play poorly, aka noob friendly and OP in certain situations.

2. Slow FP regen -> Takes forever to regenerate FP and get back into the fight. Punishes skilled players that play carefully, slows down gameplay etc. Slow FP regen is only needed if FP drains are low.

3. The FP drain debuff should be 0.5 sec and no longer so that you have to get hit by blasters constantly. A better idea would be to do away with it entirely.

How to fix: Higher FP drains in general, higher FP regen in general. Removal of the FP regen debuff, entirely or partially. It could potentially be on slow firing weapons. If P3 has a reasonable FP drain, low ROF high HP damage and causes a short fp regen debuff it is given more team utility in a team oriented game. So it would be utility vs jedi/sith, and main for high HP shots vs gunners.


Reasoning: FP like BP should be in a more volatile state so that skilled players can make their skill shown by draining BP fast, draining FP fast and preserving those resources with dodging and blocking appropriately. Balanced of course, but more volatile than currently, so that dodging blaster-fire matters more and several soldiers with good aim can rape FP really quickly in small corridors unless the jedi/sith dodges very well. No FP regen debuff so that FP is constantly regenerating relatively quickly. This means that a dodge = some FP regen = more life/leeway = more incentive for skillbased plays.

The main, core problem is that FP regen is too slow. FP damage will have to be adjusted up if we are to increase FP regen again, in order to not make the jedi/sith classes OP. Having a faster FP regen will also mean that you can more freely use force powers and not worry about it gimping you because of the stupid FP regen debuff from getting shot + slow regen making you incapable of regenerating FP in a reasonable manner. Also, it's not fun to have to sit out a battle for 10 million years to regen FP while your team is advancing and fighting. You should be able to play a more active role and not have your FP regen destroyed by a stray blaster bolt hitting ur saber.

In short, slow fp regen coupled with low drains result in a system where the noobs have an easier time than they should, and those with high skill have a harder time making plays due to FP regen restrictions. A double whammy of bad design. Flinch is far from being a problem really, I enjoy it as a mechanic quite alot even without nudge... though in truth I miss nudge. I will forevr be a nudge guy though, there's no helping that.

It's really the tanky FP that makes jedi/sith OP in the recent builds more than anything else, because it means that the jedi/sith has a long time of fucking around before he goes dry on FP even vs someone with good aim. Bringing it back to a more reasonable balance like pre 1.3 style drains more or less, plus a modified flinch, would pretty much fix it up.


EDIT: Could also potentially do away with IDR and normalize FP drains so that long range attackers can help someone fighting a jedi if they have beastly aim. By all means Drain range can stay aswell, but if the FP drain and FP regen hits a good spot, doing away with IDR entirely might be an option.
 
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k4far

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So @vasya is delicious_buloschka, and most likely the person playing under weird alliases.
Nice reveal. "Rekt", "ez", "xD" "aodbest" "rq".
 

Tempest

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No need to have this turn into some kind of egofest. Be civil please.

As for what @SeV said, I think it'd be good to lower the FP debuff window (or remove it in favor of tweaked FP drains). Half of the issue with Jedi entails stuff like it formerly being able to push 8x back to back. Yes, 8. Now that that's no longer a thing, the low recovery and basically forced deflect/push bot setup that's going really needs to be readjusted..
 

{Δ} Achilles

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Why not... just increase the cost of push? Why should I have to spend 30 seconds regenning FP after being shot 2 times with an EE3? (not even referring to sniper shots, either)

Hopefully something will be done about this mess.
 
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In review of this thread and gameplay experience I honestly feel open Jedi/sith is nearly perfect. The flinch when explained as a mechanic of skill makes sense and feel right opposed to the days of old face tanking shots. Flinch goes a long way to provide an interactive window in a saber vs gun "duel". It even makes damage reduction balanced and I do feel that if Jedi are to be your front line supports damage reduction is probably some what necessary. One thing is certain in that current damage reduction is in a much better place than before.

I have seen Jedi and sith stomp on this patch just as much as I have seen gunners. The scoreboards are diverse and varied in who tops and does well in them.
 

{Δ} Achilles

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In review of this thread and gameplay experience I honestly feel open Jedi/sith is nearly perfect. The flinch when explained as a mechanic of skill makes sense and feel right opposed to the days of old face tanking shots. Flinch goes a long way to provide an interactive window in a saber vs gun "duel". It even makes damage reduction balanced and I do feel that if Jedi are to be your front line supports damage reduction is probably some what necessary. One thing is certain in that current damage reduction is in a much better place than before

Not even close. Jedi/Sith in this patch are forced into a brainless support role. Flinch is a poorly thought out and horrendously imbalanced mechanic (though I'd like to keep it if it can be properly balanced). Before flinch there was only damage reduction on Red.
 

k4far

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In review of this thread and gameplay experience I honestly feel open Jedi/sith is nearly perfect. The flinch when explained as a mechanic of skill makes sense and feel right opposed to the days of old face tanking shots. Flinch goes a long way to provide an interactive window in a saber vs gun "duel". It even makes damage reduction balanced and I do feel that if Jedi are to be your front line supports damage reduction is probably some what necessary. One thing is certain in that current damage reduction is in a much better place than before.

I have seen Jedi and sith stomp on this patch just as much as I have seen gunners. The scoreboards are diverse and varied in who tops and does well in them.

Good points.

Flinch is a poorly thought out and horrendously imbalanced mechanic.

tumblr_mpaqgy0fUv1sxk8zwo1_400.gif
 
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So @vasya is delicious_buloschka, and most likely the person playing under weird alliases.
Nice reveal. "Rekt", "ez", "xD" "aodbest" "rq".
noone if these is me.
how did you even made such a conclusion

Later in the rounds I was even able to get back my score, and vasya had 48/11 and he says that flinch makes Jedi underpowered:
im not saying jedi are underpowered, they are just....poorly balanced, you know.
take flinch for example: vs a decent gunner jedi have 3 ways (from my experience) - 1.jump\slash, 2.force\slash, 3.running around for distraction\slash.
because without one of those you won't be able to hit a gunner with good aim or\and high fire rate gun.
it's kinda strange since jedi are actually melee class and in close combat they should have more chances to kill the opponent, but it turns out opposite.
plus those FP debuffs, come on.

after flinch was introduced there should have been changes in gameplay and balance, but it was just - "here u go, flinch, enjoy", thats not how it should work. look at sbd for example. fire rate 3 + corto, you shall not pass b**ch!

-------

btw, if we are talking about balance here, my qustion for @Tempest about staff.
i think he (tempest) is aware about cyan, but staff is quite unbalanced aswell.
it has really wide angle of defense, instaswings because of dual blade, you can REGEN BP while performing jump kata.
i think all of these is kinda too much, no?

In comparison with staff yellow seems a bit predictable and with lower potential in offense and defense and staff only cost 2 more points (btw same problem with cyan, this GOD STYLE cost 0).
so yeah, i remember when staff was a defensive stance and duals were offensive, wasn't a very good balance tho', but that was the point.
now you can take any style and matter will be only it's speed and animations.

maybe stance passives should be back?
or stance passives as point-cost-based thing?

i dunno.
thx everyone for reading.
 
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You know the absolute best way to sum up not only a bad patch, but the people who are making these horrid changes?...
Falsetto i feel with you.
There are many issues with the mod, thats why i dont play it that often anymore and if i do, i dont play seriously, there is no point to do.
1. Flinch, i despise it.
2. Cheesy mandasnipers, its really lame.
3. Since some update they made changes to disarm, now many disarm losers running around, make duels really annoying, and make them look epileptic if they desperately try to random disarm.
4. FP are empty too fast.
5. Saberists should be faster running, but mostly faster jumping/falling.
And some other things which arent that important to mention.
Game is full of kd tryhards and of course they defend their favorite classes (mostly gunner) and dont care for balance so dont expect good changes in the future.
Saberist has since 1.4 no diversity anymore, just take push and yellow style, everything else is almost useless.
My advice stay behind youre team, wait for the right moment to push enemy gunners so your team can take them out and try to get behind enemy saberists.
Many people, most of them arent here anymore, posted great suggestions before and after 1.4 came out, but it seems nothing was even considered.
 
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Falsetto i feel with you.
My advice stay behind youre team, wait for the right moment to push enemy gunners so your team can take them out and try to get behind enemy saberists.
Many people, most of them arent here anymore, posted great suggestions before and after 1.4 came out, but it seems nothing was even considered.

<_> only class immune to bullets in an arc, deflects them forward
stand behind team
everything that is wrong with jedi/sith in a nutshell
 

Gargos

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What I have seen after flinch was implemented is that most gunners whine how flinch is not working properly and most saberists whining how unfair flinch is. Both sides are whining, isnt that wonderful? It must mean it is more balanced than ever.

I am mostly jedi/sith now days and I enjoy the nerfs on them. It just makes it more guilt free for me to use the class. Sure the nerfs hit the most on those type of players that are used to buying fb3 with seeing and maybe even 2 styles. If they buy speed they always go level3 and same with mindtrick (well I admit it is the opposite with sith, but they are easier for most players to play offense style so I take the jedi as example). Only if they knew how strong a true offensive jedi/sith is with huge amount of different force powers. For example you can get speed lvl1 for 2 points. It is amazingly strong for the point cost. You can do the same with other powers. Basically the only useless things are pull and push level 1. You can fit surprisingly a lot stuff into one build if you just compromise and learn to be verstaile. It takes time but oh boy it is strong once you adapt. My builds for example almost always have a super push since I find it to be one of the strongest moves in this game.

Protip for the gunners suffering from flinch "malfunction": use low sensitivity, concentrate if the situation gives you the time to do it and use first person on close counters. If you find a corner then you can crouch and just shoot the moment the saberist swings. It is quite strong method. Many gunners claim flinch does not work but usually it is their eyes playing tricks on them when using fast rate guns. Many shots only pass by saber and may look like flinch "failed". This optical illusion doesn't happen really with low fire rate guns such as t21 primary that is usually aimed instead of sprayed.

I do not claim that flinch NEVER bugs tho I find those situations to be very rare and are usually caused by lag.
 
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