My MB2 ideas.

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Hi fam! I was reading some posts about Gunners and Jedi balance earlier & got the inspiration to finaly open my mind about things I long time thought about, but never said out loud...

I think a lot of people lack to talk about an important point in the equation when debating about the balance aspect in the game about both Gunners and Force Users... There is one precise point absolutely No One ever mention about when come to both Gunners and Force Users...

Why is it that Jedi have to highly manage their resources to survive? While Gunners have nearly infinite ammo clip? At Ammo 3 you have like what.... 700? Level 2... 500? Ammo 1.. 300? Do anyone actually ever use that? I'm curious.

For the love of Lucas our Savior, you can literally take your Pistol out, or an E-11, press the primary attack button for the whole 5minutes & you'll end up near dry exactly about when the round is over... I tested it...

So why is it that Jedi have to manage resources, and often be on the edge of death, but also have to be incredibly precise, like some kind of Aim God, or a Bot precision level, to be rewarded from the near useless bolts deflection mechanism? It ain't a secret most people don't even bother to use it, or spend more than 1 point on it.



It always have surprised me for how of a game that got such a well made, designed sabering system, yet have a completely neglected deflection part? Something that is yet so, so core to the movies?

Let me ask you a question...

Question:
-What is the first thing you ever saw Luke Skywalker do on his way to become a Jedi Knight, in the first movie ever made? The movie which made it all begun! The movie which made Star Wars all of what it is to this date? What did Luke train at? What is the first thing he was taught to train?

Answer:
-He trained at deflecting incoming blaster bolts.

Was it easy? No, not at first... Was it rewarding? I think I can safely say it saved his ass and surprised his opponents more than one time!



So why is it that the deflection mechanism is regarded has something that should be ''simple & unrewarding''? While it should be ''complex and rewardful''?

Why is it that I have to invest so much time to be good and precise at blocking others sabers, but that I ain't to have on blocking and deflecting incoming blaster bolts? And to add on the top of the cake... Why is it that the Art of blaster deflection is downgraded to something so trashy and unmovie/lore alike?






I think we should have a whole new blaster/deflection rework, something that would be comparable, skillful and require training just like how it's been done to Saber V Saber system








A: -Blasters should do much, much more damage and be super rewarding for doing a hit! It should be fearsome of a technology! ( Which also makes me think) - [Why is it that weapons in this game that shoot metal projectiles, which are considered to be a lower tier, outdated type technology, are actually much more rewarding, damaging than using higher & much more, lore speaking, costly and advanced one?]

I don't even recall to have seen anyone actually ( fire ) one of these old piece of craps in any movies... In the exception of Mandalorian poison darts in the prequel.



B: -The whole ammo system should be adjusted into making it actually of a mistake to waste your compressed tibana gaz [ blasters ammo ]. This would actually make you think if you want to risk on going on full blaster mode [secondary fire], or stay one low power saver fire rate [primary fire].

( -Also, it should be noted that going on full blaster mode should NEVER be totally accurate, while primary should ALWAYS be accurate! This would make the player think if it's actually worth the risk, considering that:
1: Higher blaster damage
2: Lower accuracy at long range
3: Your not so high ammo reserve )




C: So that deflection ain't too rewarding, considering the new and more Star Wars alike blaster damage and ammo rework up there, instead of the bad game of paintball that we have right now, it should be totally reworked to something like the idea we have right now established for sabering!

( Something that would work on:
-Good aim
-Discipline
-Alot of training,
-MB, PB, Semi & why not Parry alike mecanism. )

The blocking range (To block incoming blaster bolts) Should be a little bit more closer & centered around of the sabers, instead of the characters! This would highly promote the use of team play by blaster users by implying the use of good teamwork, to put the saberist attention on different zone to successfully hit trough his defence

*The results: It would also highly promote team play by Jedi Class players by making it so that both, for example, Master and a Padawan have to advance side by side to cover each others dead angles on the battle, advancing more slowly and with more strategy [Instead of the present free for all, run and jump on the battlefield to kill everyone]

It would then also naturally promote the use of well aimed suppressive fire, or, both teamplay between Jedi and Gunners to help each others on the battlefield and make each others life easier to advance on the battlefield, be victorious and of cowse, to survive!*




*The colateral results: Higher blaster damage would also nerf in some ways the present over amount of snipers, by forcing them to be much more careful and taking cover & calculating their shot much more effectively! [ I salute you suppressive fire. ]

These new changes I mentioned would also help reduce the over populated sniper class, since now all gunners classes would actually be useful, incredibly fearsome and super fun to play!*




Reflection: For all of this to be fair & fluid, we would most probably need to make some changes toward Grenades, Destroyer Droids and SBD.

Ideas: We could...

A: Remove the frag grenades [ I dont like the idea ]

B: Give the frag grenade to a whole new Support Class!

C: We could also make it in a way that, for the present '' Soldier Class '', for those who want to equip Grenades, or others useful explosives, must go full Support Grenadiers and either can only use Blaster Pistols, or no Blasters at all, depending on how hard they want to abuse explosives and Support the team ( They could also only have 1 life per round ( To avoid emptying their nades pack, suicide on purpose [ like some do] and restart all over! ) Instead of... ((** Still ain't sure what would be the proper, balanced, fun number **)) 4-5 lives per full Assault Soldiers ) → [keep in mind they now die in 2 shots] It might seem like alot of lifes! But you gotta keep in mind & consider that they are very vulnerable class, altho they can also be inflict alot of casualty on the enemy side if played by the right players! It will also make fun for everyone to have a very active, intense battlefield with alot of dangerous blaster bolts flying everywhre! And no doubt it will make the class more popular to play since they have higher chance to play for the entire round.



( Now of cowse to not simply make it useless or over risky, we'd have to make in sort that these expensive support items are also very rewarding to use. )




F: To balance it toward Droidekas, SBD... We could offer ARC'S EMP grenades a similar way to go full Support Build. We would then also promote in the same time the idea and possibility to create a full ARC commando group in game, with each others specialisations to be very effective on the battlefield. ( I salute you Republic Commandos)




SBD: What about reducing slightly the SBD survivability, but give them the possibility to have 2 lifes instead? We could also make it so that they can tank around 6/8/10 shots before dying, instead of 2 shots for Soldiers Class, making it a more tanky sort of class, less dependant on good timing and cover? With 2 lifes and all these changes mentioned above, it would make them less of a cancerous Class, but also still fun to play with also their very strong, tanky, more brutal kind of play.




Destroyer Droid: Now Droidekas would also need to be more vulnerable, without making them totally useless, but still of a very strong, sort of super high risk, super high reward kind of class!

How to do it: This is achieved already by the higher blaster damage mentioned above, coupled with an EMP, or ARC support on the battlefield! ( It should be noted that their shield should be buffed in consideration of the new blaster damage so that they aren't just loosing it to easily from 5 blaster shots.) Droidekas would then absolutely require a lot of teamplay between ARC and clones & soldiers to get rid of. [ Again, this would also promote class diversity to win & the use of tactics, preventing the migthy Jedi spam, Hero or Clones]




Republic Clones: Now lets talk about Clones! Blobs should be reworked to be a bit harder to hit in order to not make it over powerful of a tool against these poor Sith! We could either make it travel a little bit slower, to promote good push timing on these, or... my favorite, to do in a way so that they sorta fall down from gravity? ( Like a grenade if you want) [sorta like ARC grenade launcher OR Electric Blob]

Other than that it seems super fine!

If Droidekas got their own moving turret... Then oh mama! That C3 is actually gonna be scary... Take cover!




Wookie: Now the Wookies.. Awrr the Wookies! We'd now of cowse need to make changes to the almighty Wookies!

This is very hard to think! We need to make them still tanky, unique of others and yet to ensure that if they get spammed, they aint too op and unmanagable... What about making them the sort of tanky class, like an SBD? Die in around 6/8/10 shots, with also 2 lives? They still get their natural strength in melee combat, if ever they are enough lucky to get nearby?

But to not make their unique melee, race trait useless, we could implement, or rework just a bit the rage, frenzy ability? And give them a good buff speed until they kill someone! '' Thirst for blood ''

Now both Rebels and Empire also have their more tanky, run in the battle carelessly type of class... And everyone is happy!

We could also give them some vulnerability to fire type weapons? Making it important for both Mandalorians and Grenadiers to choose between...




Mandalorians: -Gadgets: Flame Throwers / Wrist Blaster / Rocket / Mandalorian Iron Armor? And... FA Lasso? ← ( ← I know people really want this one here! It would indeed look neat... And it wouldn't actually be so OP, like some people mentioned, in my build idea, considering they are and now at risk to die much more easily if they decide to Jetpack rush rebel team carelessly )

The lasso could also be used to prevent any class (And even Wookies) temporary to attack ( If they are unlucky enough to get caught ) And dragging them on the ground to the mercy of the Empire team! ( we could remove Wookies from being dragged considering their strenght and weight )




Grenadiers: Fire grenades, Concussion grenades, Sonic grenades, Smoke grenades, Frag grenades.




Heroes: I still don't know what to make precisely of the Hero Class/Bounty Hunter class other then snipers! We surely could find something to make them unique and fun to play based on movies and the lore, I'm open to ideas! We could give them some specialities like Full Blaster Mode Always Accurate, among others already presents buffs like dodge and others!




We still need to find precise Commander Class usage, altho it ain't so complicated, I'm just a bit lazy right now it's been a lot of writing ( Couple of hours )




Lifes: The amount of lives would be different from class to class of course! I was wondering about something like...

-Soldiers: Around 4/5/6 lives
-Commanders: 1/2/3 lives ( Their perk and utility still are to be thought about )
-Wookies/SBD: 2 lives
-Clones: 1/2/3 life ( still not sure help me )
-ARC: 1 life
-Heros/BH: 1 life
-Jedi/Sith: 1 life
-Mandos: 1 life
-Destroyer: 1 life




Scrim & the future of MB2: (*It should be highly noted that such changes would actually put MB2 on a much, much more competitive aimed level of a game! It could bring players and make Scrims actually be a huge thing to follow! Promoting strong leadership, strong tactic, and providing alot of respect and reputation toward clans! *)

By the way, if this whole thing I wrote above sound too crazy for some... Considering no one play FA anymore... Then why not create & implement a new game mode? We could call this '' Full Hardcore '' or simply '' Hardcore Battle ''? There was a new official server not too long ago I think that wanted to promote some more Hardcore and Competitive style of play... So why not taking this text i wrote has a model? This build sound like some pretty hardcore stuff if you ask me.
 
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Noob

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I think you got somethings right but theres a lot of change. and ofc you know people dont like change :p
If you're wanting an ammo change the best action would to probably make ammo cost more and re arrange the point system around that. But 3 lives is enough honestly we don't need more fodder to slow down gameplay
 
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k4far

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My eyes are alergic to rainbow.^

I like Your idea of reworking saber deflection to be more rewarding. In my playstyle i prefere to approach someone at high velocity instead of taking my time waiting for reload, distraction or some miracle.

I highly dislike idea of giving additonal lives to any other classes.
Soldiers have granades tons of them, so a separate class for that... NAW.
Gameplay is well balanced - problems occur when experience differenf3 is visible.
 
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Fletcher Time

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I was very skeptical at first when reading. From personal experience, I can say that I have on many occasions run out of ammunition on my primary weapon with ammo 2. Now, I'm not the best shot, but still it happens from time to time. However, There are many ideas and changes you discuss that I am in favor of at least trying and seeing how they work.

If gunner classes are giving more lives, I can justify raising the damage of regular blasters. Like you said snipers will have to be a bit more cautious about where they are and make better decisions cover-wise. This would also fix the deflect portion of the jedi. I have gotten a few kills using deflect, but now that you mention it, it does feel severely under powered. Making blaster fire more powerful will make deflect more powerful as well, however, if this were to happen, I think that the FP usage when deflecting would need to be significantly higher, since in me experience, I deflect in almost every situation due to the low FP consumption.

I also agree that clone blobs maybe need to be reworked a bit. Maybe you're right, a little drop would suffice, I don't know. Like I said, I think this would all be good to try and see if it works. If not, things are relatively okay.

All for the deflection rework though!
 
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I was very skeptical at first when reading. From personal experience, I can say that I have on many occasions run out of ammunition on my primary weapon with ammo 2. Now, I'm not the best shot, but still it happens from time to time. However, There are many ideas and changes you discuss that I am in favor of at least trying and seeing how they work.

If gunner classes are giving more lives, I can justify raising the damage of regular blasters. Like you said snipers will have to be a bit more cautious about where they are and make better decisions cover-wise. This would also fix the deflect portion of the jedi. I have gotten a few kills using deflect, but now that you mention it, it does feel severely under powered. Making blaster fire more powerful will make deflect more powerful as well, however, if this were to happen, I think that the FP usage when deflecting would need to be significantly higher, since in me experience, I deflect in almost every situation due to the low FP consumption.

I also agree that clone blobs maybe need to be reworked a bit. Maybe you're right, a little drop would suffice, I don't know. Like I said, I think this would all be good to try and see if it works. If not, things are relatively okay.

All for the deflection rework though!

Woah thanks so much! This mean alot to me, I was expecting at first to only ever get spit at from it :D
 

DaloLorn

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Well, this sounds like a lot of interesting stuff.

Mind you, it'll probably never be implemented - it's a pretty sizable overhaul you have in mind, and just because a junior dev like me likes it doesn't mean the team will want to do it. :(
 
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Well, this sounds like a lot of interesting stuff.

Mind you, it'll probably never be implemented - it's a pretty sizable overhaul you have in mind, and just because a junior dev like me likes it doesn't mean the team will want to do it. :(

Thanks a lot for the positive reply! I'm conscious it would be a very huge, colossus task :C

Tho couple this build idea with the detailed Deflection Mechanism I just sent to Tempy and I think once being all done, you guys wouldn't have to touch and work on the game anymore and simply enjoy playing it!

But yeah, we'll see! If I can make just a little change, or inspire some new ideas which would make the game more fun and balanced, I'll be an happy man
 
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My eyes are alergic to rainbow.^

I like Your idea of reworking saber deflection to be more rewarding. In my playstyle i prefere to approach someone at high velocity instead of taking my time waiting for reload, distraction or some miracle.

I highly dislike idea of giving additonal lives to any other classes.
Soldiers have granades tons of them, so a separate class for that... NAW.
Gameplay is well balanced - problems occur when experience differenf3 is visible.

Well has I said...

We could either make it so that '' soldiers '' have the choice to build their character to be either a '' full gunning soldier '', with many lives, centered on the use of blasters and either ( No grenades allowed, which I would prefer ) Or to the max and the cost of a lot of points/lives, have only 1 concussion grenades.

And if they would prefer to have a more '' grenadier type of soldier '' play, then they would have to sacrifice to have only 1 life per round, but then have allot of grenades of different types / utilities and no blaster! Maybe only a pistol, depending on how hard they actually want to use grenades? We might even give them the choice to have grenades/ rocket launchers?

I think it would be more simple to simply revamp it into making the grenadier soldier support class has a whole new separated class to make it less confusing
 
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I think you got somethings right but theres a lot of change. and ofc you know people dont like change :p
If you're wanting an ammo change the best action would to probably make ammo cost more and re arrange the point system around that. But 3 lives is enough honestly we don't need more fodder to slow down gameplay

O! You did read it after all! :D I would suggest you to check on my new thread which explain the whole thing much more accurately! My soldier area is more accurate, I explain the new deflection in deeper detail and I also added some very promising bounty hunter ideas concerning poison & potentialy ( I hope ) a new, very well thought dart idea.

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