Hardcore Battle! MB2 Idea's Diary (Revisited Class, Blaster, New deflection, Darts & more )

Discussion in 'Feedback & Gameplay' started by |CB|Lyrion, Jun 27, 2017.

  1. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    -----DPS Explained Post----- Updated and clarified!

    Can be seen by the middle of the page, if anyone got some issues to understand how, why it would work and what it would add to the gameplay!

    If alot of things aint clear let me know and i'll put some times to make it abit clearer!

    Note: My first tongue aint English, so i'm trying my best to put my thoughts in here and it to be the most understandable possible.
     
    Last edited: Jan 6, 2018
  2. Blazer

    Blazer

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    I like your enthusiasm and the work you put into this, but personally I think it may be too much.

    It'd be tiring to try and deflect guns, especially snipers that come out of no where.
    Idk If there was a version where we could try it, heck, ill give it a shot! It might be 100x better!
     
  3. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    Yay! Now that does make messa happy.

    Yes, It might be indeed! But It look quite nice in my head tho.. But yes, it definitly needs more then paper, some actual ingame test to check if its...

    1: Fun for everyones.
    2: Enough Rewarding/Punishable
    3: Consistant Enough (When well trained.)

    It would also be quite the gigantic update in away that the game would almost be a totally new one, I'm conscious this aint a month affair, but I feel it could actually put MB2 on a competitive level and gain popularity from it.

    You know about that Hardcore mode no one play? It was introduced this year!

    What would you think about keeping MB2 Open more normal, casual like it is now, but revamping this Hardcore Mode with my own approach?

    Everyone would be happy just in case some prefers one way, while some prefers something more.. Hardcore.
     
  4. Blazer

    Blazer

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    I think that would be cool. I don't know if devs want that as it might split the player base. They may just want everyone doing the same thing. And another mode means another thing they have to balance and keep up with.
     
  5. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    Yes you are right, but then we could start the FA/Open debate, but i underatand your point, tho imo i'm sure this kind of new gameplay would attract alot of players who seek for both a realistic, or lore accurate Star-Wars game, but, or also, simply a very comepetitive game.

    I still need to post the new class, map ideas and a whole new way approach of ARC to make it more clear about the competitive aspect I got in mind.

    Concerning balance I'll gladly take the headache of figuring it out, I applyed for Devs. in gameplay direction after all :D
     
  6. Blazer

    Blazer

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    Dude, im not joking when I say this, you have an amazing imagination for ideas and stuff! Do not let that go to waste! Use those ideas and write them down and make your own game! I used to sit down in middle school lunch time and write on paper ideas for games, and I would draw the games on paper and played them with people around the school and they loved it.
    I don't know if that makes sense but make sure you keep your ideas down! You look like you have a talent for it.
     
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  7. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    I love you daddy, thanks for believing in me!

    You made my day :D
     
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  8. Shady

    Shady

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    Deflective parry swing? This is something I can get behind
     
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  9. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    It would be quite nice right! I'm super happy you like my concept :D Cheer!
     
  10. Blazer

    Blazer

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    I just want to say your english is almost perfect. I don't know about everyone else but I can understand you clearly.
     
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  11. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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  12. Torlo50

    Torlo50 Internal Beta Team

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    On the gunner end of the spectrum, (though the occasional saberist) I agree ammo needs reworked. Now, I can tell you yes, I have run out of ammo 3... twice or thrice. It's never really an issue though. What about raising the price of ammo 3 (and increase ammo amount) so that it basically hands a huge amount of ammo so a player never has to worry, but it is really a crutch because it takes so many points? Either you get a good weapon selections, or get ammo 3 to make sure you never run out. Might be interesting.

    As the occasional saberist and Star Wars fan, I always enjoyed Star Wars Jedi games with active deflection. The original Phantom Menace comes to mind, hell, as does the arcadey Jedi Power Battles. I loves the deflection base in those games. In Phantom Menace, you deflected based on your swing and it's angle, while in Jedi Power Battles, it was all about hitting block right when the shot hit you to reflect the shot, or it would deflect randomly. I wouldn't mind your concept at all, and would probably play my support saberist more often in OPEN. That being said, if your raising soldier life's, but not changing commanders, you have messed up. These classes, using the rally function, tend to go hand in hand. Give commanders a choice between heavy weapons, or lives and rally. A smart commander would hand back and fire the odd shot, but command more then fight. To help with the Hero issue, give them rally too. I mean, I for one and all for removing snipers from the game entirely, but I realize that, while a lot of people agree with me, it's too much to hope for. Hero's and BH's in SW Lore tend to lead small strike teams, rally would fit this. However, what if it was a special form of rally that let commanders spawn on them too? Moving army platforms. Since we are going to give more lives to soldiers, maybe increase the time limit a little for longer fighter, and buff the hp of all 1 life classes a little, or grant them a small dmg reduct, so they take 1 more shot to kill. (I would prefer giving them more HP, so it is not a hidden gimmick that no new players realize is there). Just food for thought, and I hope you think of something from it.
     
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  13. GoodOl'Ben

    GoodOl'Ben Nerd Donator Moderator Movie Battles II Team

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    There are interesting points in here. Especially a fan of the thought that a rapid fire mode should never be 100% accurate. Especially with E11, the secondary fire detracts from the primary fire. At level 3 the secondary fire is simply a better primary fire with slightly less damage per shot, but that is greatly outweighed by the damage per second.
     
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  14. Blazer

    Blazer

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    Good point, rapid fires shouldnt be accurate, but should be more efficient depending on range, like basically what you said.


    also

    upload_2018-9-3_17-35-22.png
    please dont ever post again, it's so perfect.
     
  15. GoodOl'Ben

    GoodOl'Ben Nerd Donator Moderator Movie Battles II Team

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    Sorry.

    Another good point brought up is weapon ammo. I'd like to sit down and look into how ammo is distributed across levels on every weapon and see where things could be done differently. I would like to see all levels be valid picks and have "synergies" with other options. A rather good example is the ARC M5. It burns through its ammo really quickly with the sniper mode so Ammo 3 is a borderline necessity, but people who don't dedicate full-time to sniping can manage with Ammo 2. The challenge is making Level 1 an acceptable pick.
     
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  16. cannonfodder

    cannonfodder

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    I like the deflect changes, though i think the gunning damage and amount of respawns might be a bit much

    Something i'm thinking you could do for deflect is that if you just hold down deflect, you'll drain fp and deflect inaccurately (semi-deflect) and when you time the deflects, you'll drain less fp, have it be accurate, but you wont be able to deflect 100 percent of the blasterfire, so it would be a bit easier for a gunner to deal with as well.

    As for the MB movements on deflect, I think that would work well if you used the Mblock movements as general zones, like the 4 PB zones. Have W mb movement deflect most of the blaster shots that will hit you in the chest area and above, have the D and A movements deflect the right and left area's, and have the diagonals deflect in those general areas as well, doing SA movement will deflect the bottom and some of the right, like with pb zones.

    if you miss an MB zone, i'd just make it so that your character just blocks the shot, so basically you could either hold W and deflect like 30% of the shots with some inaccuracy (unless your tapping your deflects), or move your zones around so that you could get either more or less deflects. It also allows gunners to counter deflect users better as well, cause if the person is doing lots of AW W DW mb movements, the gunner can counter this by shooting lower at the jedi, so that the jedi will miss some deflects and take more fp drain.

    This also makes it so deflect isnt always the go to thing for jedi's, because if you just hold down deflect, you'll be taking some more fp drain as well. so you would have to use it sparingly sometimes to manage it.

    In summary: tapping deflect will get you less deflects that are more accurate and less fp draining. holding deflect will drain a bit more fp and get you inaccurate deflects more often. Missing a deflect will not cause the jedi to get shot or lose additional fp unless they are holding down deflect, it'll just make them miss a deflect and block the shot normally. And now the jedi has to try to guess general areas for where the blaster bolts will hit, and the gunner has a way to counter a jedi with deflect by shooting at opposite zones. Jedi's wont be able to deflect every single shot, so it wouldn't be the most risky thing for a gunner to shoot at a jedi anymore.

    And if all this proves difficult to program, or not worth it, i'd just make these small changes: Cant deflect proj shots (the bullets should just melt on contact with saber), and deflected shots do less damage
     
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  17. Manyo

    Manyo

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    I think you should try only having 2 different ammo options. Currently it seems impossible to make level 1 worthwhile and still be balanced.
     
  18. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    Bolt Deflection area updated to be easier to read! DPS Explained post updated as well.

    Will keep updating the rest in the coming days/weeks.
     
    Last edited: Oct 10, 2018
  19. |CB|Lyrion

    |CB|Lyrion Internal Beta Team

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    Bounty Hunter Area updated to be easier to read, its located by the end of my first post.

    It talks about changes toward Poison Dart, Vision Power and a whole new dart which I'm sure you'll like.

    Will keep updating my others area in the coming days/weeks
     

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