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Let me start this by talking about the open mode problems, how to fix them and showing you
my 70% sabering system. Keep in mind all of this is based on 1.5. I did not play 1.5.1.
Some sections might be unnecessarily long.
Some of the things may be a complete fantasy.
All of this is my opinion so take it with a grain of salt.
Open Mode
Complaints
Jedi Stuff
Open mode as it stands now is unfun for me the Jedi main. I don't think any dev has stated what open mode should my 70% sabering system. Keep in mind all of this is based on 1.5. I did not play 1.5.1.
Some sections might be unnecessarily long.
Some of the things may be a complete fantasy.
All of this is my opinion so take it with a grain of salt.
Open Mode
Complaints
Jedi Stuff
focus on. Is it fun, competitive teamwork (MOBA Games) or just individual skill (CS: GO)?
I think that focusing on individual skill will water down the game and Jedi class will definitely need to get removed, because of an almost impossible task to achieve balance in Jedi vs gunner. Competitive teamwork could be done, but it's not what I look for in open so I'll pass on it.
I'd like to have the Open focus on fun and a bit on teamwork. Playing Jedi in 1.5 is painful. I find statements saying that Jedi allows for more mistakes dumb. As Jedi, you have to keep 360-degree watch or you'll get destroyed by a rocket, sniper, grenade or you'll simply get ambushed by a ninja. Add to that having an eye on your gunners so they don't shoot you or leave you to die. You are always in front with a bullseye painted on your head. You can't deflect shots now because they don't have any accuracy so you can be harassed by gunners non-stop and you can't do anything. Deflecting also eats your FP. To kill a gunner you need to get through his death rays, when you finally get to him you don't have more than 50 FP so you can't use grip or lightning. Push and pull aren't useful against good gunners. The only good power is speed. If you don't use any powers there are only two options you have to take gunner down. Try to jump and move like a monkey so he can't hit you and slash him or push/pull him. The second option is playing flinch game since you will always flinch when no matter if your saber is an inch from his head or meter. The game will test your swing block cps.
One of my situations: Wook and another gunner flinching you 6+ times with yellow and doing 2 slashes on Wookie in that time.
This is what Jedi has to get through to kill 1 gunner and that gunner often has a backup. As Jedi, you must play the game from beginning to the end to win. As a gunner, you can skip attacking the Jedi while he is approaching. Your shots at that point will only increase your chance of winning slightly. To win majority of the time you only need to crouch, shoot and not move no matter what happens. You also need a weapon with at least normal fire rate so you don't need to time your shots, but don't spam so you don't run out of ammo. The only way Jedi can win is by playing flinch game or hitting you with lightning and he shouldn't have FP for that.
Flinch
Workaround to flinch reliability issues is really bad. It makes you flinch at any range, so as Jedi you can't fight Sith and push the enemy back, because all it takes is 1 gunner flinching you during the fight with Sith and you'll get interrupted and dead. At this point why not play only gunners since Jedi are pretty much useless.Weapon Velocities
Changing weapon velocities could have been a good thing but other things were not accounted for during that change. Let's take SBD which was buffed by other changes it massacres Jedi harder than before thanks to ridiculous max drain, but it gets massacred by 1 gunner just because it's too slow to have any ability to dodge shots. ARC's that relied on mobility are also handicapped thanks to projectile speed. Grenades
Not removing quick throw is bs. You can take out a grenade and slowly walk to Jedi like Vader and he literally can't do anything meaningful about that. No matter what he does he'll get blown away or shot because he threw his saber away. Grenades having explosions as big as thermals is just dumb even if the grenade explosion effect was properly adjusted.Damage they do is also ridiculous. It places soldiers miles above any class in close combat if they have an ok aim.
Open Changes Preface
Trying to balance Jedi vs gunner is hard because you are balancing fun people get by playing those classes.By making Jedi too weak you are severely limiting fun that people get by playing them, same goes for gunners.
I doubt you'll ever find the perfect balance. I have a solution.
Have you ever played Red Orchestra 2? Balance there is determined more by map than how good a weapon is.
There are limits to the classes. They can only be fielded by determined amount of people.
The amount changes based on the population of people in the match. About half of a team can choose to play as:
- Team Leader,
- Squad Leader (up to 4 people),
- Elite Assault (up to 3),
- Assault (often disabled; up to 3),
- Elite Rifleman (up to 2),
- Sniper (up to 2),
- Machine Gunner (up to 4),
- Tank Crew and Tank Commander (often unavailable but critical roles on maps that they are available on; usually one tank),
- Engineer (Demolitions and stuff; up to 3),
- Anti-Tank Rifleman (up to 2).
Those roles can use Semi-Auto Rifle, SMG, Assault Rifle, Scoped Rifle, Anti-Tank Rifle, LMG and they all have a pistol as secondary. The rest of the players can play as a Rifleman and use a bolt action rifle. Some of the specialist roles also have access to a bolt action rifle. Usually not all of them are available at max cap at the same time.
Open Changes
I want to institute class limit in open mode. Just on Jedi/Sith so it doesn't limit freedom too much. Four or Five should be perfect. Revert open to 1.4.9. Gunners won't be spammed by Jedi hordes and will have to deal with them using teamwork. Jedi will be fun enough to actually play.
1.4.9 flinch is good, but it needs to get its reliability fixed or more defined ruleset for it to trigger. I also have an alternative. If you get flinched you stagger, block the flinching shot and don't take any health or FP damage. Next time if you were to flinch you'll get knocked back and take damage.
I'd take knockback from March/April beta and reduce it a bit. Adjust it per weapon. The slower rate of fire of a weapon the bigger the knockback, faster rate of fire smaller knockback. Put flinch on a timer. If you get flinched in 1.5 to 2 seconds you can't get flinched and get knocked back instead.
Slap should be unflinchable.
If you crouch you can be pulled but not pushed. Grip from 1.5 might be okay.
Lightning needs a change. Have it as strong as it was in 1.4.9 and change its radius. Two hands Lightning with radius same as it had then. One hand Lightning 1 with its width at the end of the stream as wide as 1 soldier, Lightning 2 with 3 soldiers, Lightning 3 with 5-6 soldiers. Points required to get Lightning 3 are huge so it might need bigger radius. Finally, nerf Speed by making it so if you get hit while using it, it shutdowns for 0.5-1.0 second.
You pay no FP when it reactivates automatically or you can pay 25 FP immediately for its activation. Press power use button twice for that.
Sabering Preface
The current sabering system is 30% good, 1.4.9 was about the same, 1.3 is slightly better, but they're all bad because they could be so much more. I think a lot of backlash about new sabering is about how it was hailed as best of the best, but it's the same thing as before. There are many games which have worse systems in terms of depth, possibilities, freedom, but they are polished and weave into the rest of the game nicely. Current sabering doesn't do that. It's clunky and badly paced. It is a chase after speed, not tactics or exploiting an opening. 1.4.9 wasn't a lot better at pacing but due to lower damages weaknesses were much more rewarding. Some games: Kenshi, Gothic 2, Mount & Blade Warband.Sabering System
Slap
Slap is similar to M&B Warband kick. Short range, hard to hit, but if you do you can outright win the duel. If the enemy is not blocking slap knocks him down. When down he takes 2x damage. If you hit the enemy that's blocking you fall. Same damage multiplier. When you start the slap you take 1.5x damage for how long it takes to do slap + 1.0-2.0 seconds. This way you won't be spamming for fear of heavy price. I'd adjust the animation to correctly show the range.Slap
There is no point in having swing block with this, just remove it.
Interrupt
In 1.5 there are three phases of swing. In first you can get interrupted. If swings hit each other when they're both in the second phase, parry or perfect parry doesn't trigger and because of that you have abrupt swing cancel of both players and they take damage. Both of them were in 1.4.9 so you couldn't see how bad interrupt was. You had two something happens phases, but now you don't and have a sudden tempo change. Posts on Official Discord by Stassin tell me that the only reason for having interrupt is to prevent trade wars and punish bad swing timing. I have a solution. Make it like in 1.3. Swings don't cancel each other out. To prevent trade wars add damage received increase to the whole swing. I don't know if it's possible to make it so penalty linearly decreases till it gets to phase 3 and then it skyrockets. I can live with the penalty assigned per swing phase. Only 3 numbers in that case. Trader penalty: Should you swing at someone with bad timing and their swing is in front of you on swing timetable you should suffer additional penalty constructed in the same way as previously, but this time also adds to it damage dealt decreased by 10-20%. You can brute force your way through opponent if you wish so, but beware of the heavy price. Do all of this with 1.4.9 style damages and increase them if need be.
Swing Speed
As it is now fast styles have a way too fast starting phase of the swing. Without big experience against them, you're essentially guessing where to PB. Reliable PBing of combos is impossible. Make it so they start slowly and quickly gain in speed. The first phase should be 20-30% slower. Adjust rest of swing's speed making it so that total time to complete the swing is the same as before.Distance-based Damage
Damage dealt by all styles shouldn't be constant, but variable on the range you are from your opponent when you hit him with the saber. There are three systems of it I have in mind. Take yellow style and find middle point of the saber. Damage linearly decreases from middle till hilt to punish overly sticking to the enemy. From the middle till the end of saber linearly increases damage. Use yellow's middle point distance from hilt as a middle for other styles. This way heavy, long-reaching styles will have the ability to deal ridiculous damage, but won't be so strong from up close. Fast style spam will deal smaller damage but will have the ability to actually deal damage if the need arises. The second way is done by only taking damage increase from middle till the end of the saber. The third one is done by linearly increasing damage from the hilt till the end.Stamina Bar
Stamina bar split into 3 separate ones. Each of them has the same capacity, but regeneration times are different. First one should regenerate quickly. Five seconds seems good enough. Second slower at about 10. Third very slow at 15. The third bar is more of "Oh fuck, I'm gonna lose, I should just defend.".Replace all timers like slap cooldown and etc. with stamina usage. It'll allow for more freedom. I would add a progressive increase in stamina usage, so if you use slap and use it again within next 1-second stamina cost of it increases by 50% or so. Swings also should use stamina. Different swings, different cost. Stronger costing more, weaker less. Each strike in combo should have a different cost. 2nd and 3rd should cost less or the same amount of stamina. Last swing in combo more than the first.
Swing Damage and Chaining Restrictions
I'd change combo swing damages for yellow to: 2nd at 0.60x, 3rd at 0.65-70x, fourth should be at 0.80x. There should be no restrictions to swing chaining. I don't have numbers for other styles.Roll and Dodge
I'd like to add Dodge and Roll. Both should use the stamina system. Dodge should work the same way it works in The Witcher 3 Wild Hunt and Dark Souls 3. You just take a small step back. Something to use for more defensive playstyles. Make it consume no more than half of the bar. Optimal distance covered should also be tested. Roll working in the same way as in games I wrote about. Big distance covered at the cost of 1.5-2.0 bar. More of a last ditch move. Put them by default on "Z" and "X" buttons. None of the actions should trigger even if you have 99% of stamina needed to use them.Feint
Add feint working in the same way as in M&B Warband. You do feint in M&B by swinging and pressing block button as if you were to cancel it and press attack button again. It requires good timing, especially on fast weapons. Do it too early and you'll fail. If you do it correctly as shown in the GIF you can confuse your opponent and bypass his block. Feint in MBII should be performed same way or by using reload button. This way swing block can be kept if you don't like my slap. The speed of such attack should be at the half swing level and cost at least twice as much in stamina. imgur album Or8Z8Y9
Feint-BlockingUtility Styles
Changes to PB System
I don't remember the reason for inventing this. Arrows tell you what zone you are holding your mouse on protects. If a protected zone is hit the damage dealt to you is reduced. PB Zones Zones should be as big as in 1.4.9, square/rectangle, shouldn't overlap and have similar positioning.Animations
I'd like 1.3 animations of yellow. They were so smooth.
Style Charging
Cool concept to curb style switching power. When you switch style you don't get full offensive and defensive capabilities of a style. They come to normal over time. Perks shouldn't be affected by this. I'd like 1.3 animations of yellow. They were so smooth.
Style Charging
Style Customization
Ability to switch styles during a swing. The moment that swing ends style is switched and if you were to continue a combo or something you do that with current style. I'd add an option to change between the next and last style or design complex system for style customization so you can take attacks from other styles and they switch automatically, making a new style. Don't attempt this without style charging.Perks
Make them.
Thrust
Performed by pressing "WAD" or "SAD" at the same time. Take one or both. Thrust should be powerful thanks to new damage model, but easy to PB by making it's hitbox from knees up to the head.Make them.
Thrust