Push 3 Balance

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SomeGuy

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Welcome to the topic. Please excuse the name, I didn't think too hard about it but this should probably be called

Force Push Re Balance

Let me start of here by first saying I do not think Push is Overpowered and this is Not a Nerf Thread. But there is a problem I have with how it affects gameplay. The issue that I want addressed here is The Use of Push 3 as a player crutch and this is what I want to see removed.
Not sure what I mean by that? Let me explain then. I'm sure a lot of you have noticed that Push 3 is easy to use to knock down targets and get some nice ground kills. All the while it is also easy to stop by walking, crouching or standing still. But the real issue is that it is much easier to use Push and very forgiving in mistakes by the user.
What does this mean? Well, simply put, it means that a Pusher has to put forth less effort in an engagement as opposed to his target. And to add a little more to it, a Force User without Push level 3 has to put forth even more effort than his opponent if not the same. This is not good from a gameplay balance standpoint.
What happens from this, then? Well, most Force User class configs basically have Push 3 as a necessity rather than an option. Players become reliant on it and other great elements become unused.
But hasn't Push remained the same for many years? Yes it has, but I never noticed the problem until recently.
How did I see this issue? It actually happened to be the large influx of brand new players. Watching them progress in player ability map after map or even days. But the thing I noticed the most is that they all used Push 3.
What's wrong with them all using Push? Nothing, except for the fact that they try out other classes or force powers but fail and go back to Push 3.
Why would they go back to using Push 3 over and over? After seeing this and examining it, I saw it helped their player ability. Sure, they still weren't very good but they were substantially better than not using it.
So this is a New Player problem? No, not at all. The new players merely opened my eyes by seeing the sheer number of them doing it. I am certain everybody knows of one or a few players who exclusively play Jedi with Push 3.
How does Push help these players out so much? From what I concluded it is because Push is extremely simple and easy to use. It can even be used in a majority of situations. Not much effort has to be used to be averagely effective at the game now.

Now in my opinion this is not fair at all because all players should have to give the same amount of effort to be effective. Sure, all players are different and some are better than others or vice versa. But they all try about the same to be a positive contribution to the team. Just because someone is good or bad at playing doesn't mean they aren't trying.

So, from all this I try and figure out a way to complete this objective: Make Push Harder to Use for Bad Players but Still Retain it's Effectiveness for Good Players.

Here we go then, my idea is below. I am certainly also not saying my idea is the best one or the only option. The one directly below is an edit after reading things from this thread and mashing them together while also thinking of other gameplay elements and how they work. My very original idea, which was pointed out would actually be a nerf (which is not my plan) is at the very bottom.

Probably the most important part of the topic is that these are all suggestions, which means they are not guaranteed to be implemented and are also all subject to change. Everybody here should be striving to make the game a better experience. I implore everybody to share their suggestions, ideas, and thoughts. The key word is collaboration.

Another extremely important part of it is that we all discuss this in a constructive, mature, and polite manner. I don't want to see the thread devolve any more than it has because there are some very good ideas here. If you need an example, here are a couple.
This is how to not be constructive.
Person 1: I think that (x) should work this way because of (y).
Person 2: Hah, (x) is fine you just need to do (z) better.
This is how to be constructive.
Person 1: I think that (x) should work this way because of (y).
Person 2: I don't understand your issue with (x), you can just do (z), can you help me understand?​

So after thinking through after all the things people posted I came up with a new idea built upon some of it. Of course all not set in stone.

Push 3 changes to have a narrower knockdown area which is like a tube in front of the Jedi that is a bit around the crosshairs. Not as pinpoint as a blaster shot but they would still basically need to be aiming at them. But here's the twist, it only is like that for instant button pushes. To compensate the animation should be sped up by about a quarter of a second, reducing the time that the Jedi is vulnerable. But wait, there's more. The power can also be charged up for maybe around 2 or 3 seconds for maximum to unleash a full scale Push that knocks down all runners in the regular arc. Also I think the charged up blast should push things back with greater velocity. That would make for some fun grenade tosses. Although, the charge should not be able to be held indefinite so after maybe 2 or 3 seconds of holding automatically goes off. Now, to think of our saberless Jedi friends even more can come of this but this is just expanding on the idea so it may be too much. Jedi with no sabers using Push 3 in melee can just tap it for full effect like it is now, but if they charge it fully it can Push over everybody in it's line of fire regardless of movement status. It would probably use more FP to compensate but that could make a force only Jedi a very valuable part of a team during a standoff. The issue of wookiees and SBDs I don't know of but if they could fall from it, would be a very useful ally to have.
push_zpsv9hvmodm.jpg

pushinstant_zpszpfgssuz.jpg

pushhalfcharge_zpst4gdmbrw.jpg

pushfullcharge_zpsdcg88aes.jpg


This can even be applied to Pull to make it affect a group after a charge, which would give that power a bigger oompf it definitely needs!

There have been a number of ideas posted in the thread, which may need to be expanded on and complimented, such as:
  • All levels of Push knockdown at different ranges and spreads
  • Changes in Force Point cost
  • Changes in Class Point cost
  • Delay before pushing
  • Charge up before use
  • Differing types of knockback areas

Below is my first original post.

Now before you all start saying "l2walk" what this stems from is just the amount of Jedi/Sith who only use Push 3 as their main offensive weapon. In my opinion it is way too effective and versatile for how cheap it costs in both class points and FP. When looking at Pull, not only does it cost more, but it is harder to use due to the direct aim required and shorter range. I have seen plenty of players who don't use Push 3, but in comparison to the majority that do they need to play a lot smarter and harder. Push is just too easy.

My proposed fix is very simple although I don't know if the engine allows it. Have push be the way it is for range and AOE, especially projectiles, except for the knockdown which needs to be on the crosshair. Of course the closer the range the more lax this would be and anyone pushed outside of the knockdown sweet spot would still get pushed back, to help get those guys on a cliff. Pull could even be reworked the same way so a large group of people could be nudged closer rather than fall down.

This would increase the skill required to use it and help reduce the class spam for people looking to get easy kills but still maintain the support role it can fill.

Here is a representation of what I mean.
http://img.photobucket.com/albums/v335/DarkFett/push._zpsbkp88iqp.jpg
 
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Preston

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But that's the thing Preston. If they're decent. A bad Jedi can still be somewhat competent because of Push. If you make it require more aim to knockdown then they need to be a decent Jedi too, and then it will still be just as effective for them. It all needs to be an even playing field because this is a game. Sure in Star Wars canon a Jedi would be able to cut a swath through tons of enemies... but this is a game.

If you don't think Push is the problem with the skill floor gap disparity between Jedi and Gunners, then what do you think it is? Not being sarcastic.
I think there is no problem with guners and jedi, and I actually think 1v1 aslong as its not a ninja jedi hiding behind a corner with sense 3. The gunner with win if the skill is even. And I am standign by this. If you have a pretty good aim with either e11, t21, or p3 the jedi or sith has no chance. And also I don't see how you think jedi can just slice through everything but whatever. And again, if a New player with push beats you, this is not a deisng problem, but a player problem.
 
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I think there is no problem with guners and jedi, and I actually think 1v1 aslong as its not a ninja jedi hiding behind a corner with sense 3. The gunner with win if the skill is even. And I am standign by this. If you have a pretty good aim with either e11, t21, or p3 the jedi or sith has no chance. And also I don't see how you think jedi can just slice through everything but whatever. And again, if a New player with push beats you, this is not a deisng problem, but a player problem.
Unless the Jedi has one of a selection of abilities like Grip, Lightning, hell Pull can be lethal without knockdown. I'm in the opposite opinion I think a Jedi or Sith will win 1v1 most of the time because they have so many abilities to choose from. And if they felt like it they could just not fight at all. You can't exactly retreat from a force user if you're outmatched or not properly equipped. You sure can as a Jedi or Sith.

Edit:
In fact I've realised what the problem is. It's that gunners only really get a weapon and a special ability. ARCs get pistols or m5 with dexterity or a rocket launcher. Clones get clone rifle 2 and reinforcements or clone rifle 3 and no reinforcements, SBDs get one of three different special abilities. Jedi and Sith can get too much for the same cost, lightsaber, deflect and dush or lightsaber push and mind mrick.

While a few other classes get special abilities too like Thermal Detonator or Rockets in conjunction with their other abilities these tend to be single or limited use, all of which can be countered by a Jedi with the exception of poison darts. Everyone else do have access to other things at the cost of gimping what they've already got.

Maybe rather than nerfing push 3, increase it's cost so you can't be a jack of all trades without a tradeoff.
 
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Preston

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Unless the Jedi has one of a selection of abilities like Grip, Lightning, hell Pull can be lethal without knockdown. I'm in the opposite opinion I think a Jedi or Sith will win 1v1 most of the time because they have so many abilities to choose from. And if they felt like it they could just not fight at all. You can't exactly retreat from a force user if you're outmatched or not properly equipped. You sure can as a Jedi or Sith.
A equally skilled jedi and equally skilled gunner 1v1 the gunner will win more than the jedi, a better aim always beats a melee class.
 
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I love how people just say, equally skilled.

Please define how and what equally skilled is? Really, no such thing:)

Regardless, call me crazy but I take into account an abilities balance not just in individual situations but in team scenarios. Both should and in my opinion are relevant:)

The issue, as always, remains ease of use, risk/reward and panties. How easy is it to use? Very easy. Do you even need to use it to knockdown for it to be effective? Nope.

As to gunners. It's great if you can aim. Like, welcome brother. But, alas, some people just can't aim. Will never be able to aim. It's really hard for them. Call it a quirk of genetics or their fate but some, well, actually most, remain average. And average aim in this game, does not cut it against jedi unless they really suck.

While with push, you just wait for them to run(timing/reflexes/nothard or using much brain power) or spam it when ur in the herd.
Even if its not a knockdown its forcing you into a direction, where even a dumb jedi will know to direct you into a corner or against a wall.

Thinking about it, I'm liking my no motion push idea more and more:) Though maybe keep jump push but with the added caveat of knocking u down, exactly like the t-21. Hehe, save myself from being knocked off a ledge:)
===================
Idea number 6!

6.) Increase push cost to 35. Push 3 now knocks down people walking or standing, but not crouching. Players knocked down are still able to shoot but at a reduced rate of fire - making it a partial stun/debuff as well as a movement locker.

Lala.

Would you expect a girl named Lala to put out on the first date? Answer, she will.

One way. Or the other. Dun dun dun!
 
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Maybe rather than nerfing push 3, increase it's cost so you can't be a jack of all trades without a tradeoff.

why would push 3 be the thing that gets nerfed here? again, push 3 is essentially the basis of the class from which other stuff should be balanced

the core of playing jedi as support is push 3
 
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Choas brought up something I usually keep to myself.
I got a similar condition to his be it it worse or not.
But my hands shake, like a lot. It either be a medical disorder or ADHD something stupid.

Its actually really hard for me to aim on some days and I need to lean on my sensitivity mouse to make up for it.
I may never be able to get good in terms of gunning unless a class gets a shotgun or something.
There are going to be people who cannot physically adapt and will not be able to hit everything 100% of the time like people expect us too.
 

Preston

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Choas brought up something I usually keep to myself.
I got a similar condition to his be it it worse or not.
But my hands shake, like a lot. It either be a medical disorder or ADHD something stupid.

Its actually really hard for me to aim on some days and I need to lean on my sensitivity mouse to make up for it.
I may never be able to get good in terms of gunning unless a class gets a shotgun or something.
There are going to be people who cannot physically adapt and will not be able to hit everything 100% of the time like people expect us too.
I understand, but still I don't think push should get nerfed because some just don't have the physical ability to aim well. Don't take this the wrong way, I mean no disrespect.
 
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I understand, but still I don't think push should get nerfed because some just don't have the physical ability to aim well. Don't take this the wrong way, I mean no disrespect.

I just don't like the range it can hit me on. I am not asking for people to give me a handicap. i just dont like getting push sniped.
 
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why would push 3 be the thing that gets nerfed here? again, push 3 is essentially the basis of the class from which other stuff should be balanced

the core of playing jedi as support is push 3
Sure it's the core of playing as jedi, why does that prevent it from being nerfed? Guns get nerfed all the time and they're often the core of their respective classes. Why should jedi be immune from a balance change?
 
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Since always.:)

Don't mock my carpal tunnel! That's years of mb taking its toll. And plus the edges on my desk are a little sharp. It bites into my wrist, cutting off circulation.My desk is biting me!

Not to mention its Winter! It's like they put my fingers in a clamp.

I am being oppressed!
Thank God I can still push!

^See what I did there:)
 

Preston

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Since always.:)

Don't mock my carpal tunnel! That's years of mb taking its toll. And plus the edges on my desk are a little sharp. It bites into my wrist, cutting off circulation.My desk is biting me!

Not to mention its Winter! It's like they put my fingers in a clamp.

I am being oppressed!
Thank God I can still push!

^See what I did there:)
Since when were guns nerfed im saying. Theres the bullet speed increase, arc westar or whatever perfecr accuracy, the double shots in one clip with the ee3, the smaller clip for the a280 so you reload faster. Inclusion of fire and pulse nades. Tracker buffs, I can maybe think of one nerf to any gun within the past like 5 years
 

Puppytine

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That's awful idea!
C'mon, if you nerf sith for more, it will be really underpowered, so underpowered like kinda useless!

I can't understand how anybody can complain about push, since it can be avoid by walking and it doesn't take away hp. How do we should kill gunners, if not with push? When you trying to hit gunner with a saber, you're opened for fire and good gunners use the opportunity.
More over, ARCs can shoot even while their knocked down and that's cost lot of sith their lives, wookies are immune to the push, and, what is more important, jedi are vulnerable during push, so they can't just spam it... still wanna nerf it?

Now gunners trying steal from jedi their only counter, but they forget that saberists should have something instead of ability to kill people on the distance. In case of sniper rifle -- very long distance. Something instead of nades. Something instead of reinforcement. Something instead of flying or rolling.

To people complaining "push doesn't need skill":
How many skill it does need to rip good half of imps team with wookie's bear hands? How many skill it does need to knockdown sith with blob spam, which, I wanna remind you, cannot be avoid by walking?

I just can't get away from the feeling that gunner simply wanna get rid of sith/jedi. They simply didn't accept the fact there is not only gunners in this game, but also there's glowsticks. And they won't calm down until they only left on the battlefield.
So I have counter offer: maybe we just need new game mode? Where only gunners would be allowed, so all those saber-haters would have their own private party without all those nasty pushing-pulling-frying force handlers?

I'm just afraid that one day jedi would wiped away from Movie Battles, like in order 66 times...
-And a thousand push whores screamed.
And I cried loader than others.... :(

33f9750cf076.jpg
 
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So I have counter offer: maybe we just need new game mode? Where only gunners would be allowed, so all those saber-haters would have their own private party without all those nasty pushing-pulling-frying force handlers?

I'd be okay with this, though I know for a fact people wont play it and ignore it like people do with FA.
Apparently FA is super popular with EU players but playing lag mb2 is a nightmare for me.
 
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The problem with no force users is that the game immediately becomes "which team is better at throwing grenades"
 
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Igf scum!

That's only true for people that think like that:)
I'll be in the air going pew pew pew. Or I'll be waving as those nades pass me by or fall short.
Or laugh uproariously while I tank 4 or was it 5 direct hit rockets with my sbd armor:)

Nades spam happen. True players rise above it and spam blasters.

Since when were guns nerfed im saying. Theres the bullet speed increase, arc westar or whatever perfecr accuracy, the double shots in one clip with the ee3, the smaller clip for the a280 so you reload faster. Inclusion of fire and pulse nades. Tracker buffs, I can maybe think of one nerf to any gun within the past like 5 years

All of that and somehow you missed what actually mattered. How much each blaster bolt drains, in idr and outside it.

zzzzzzzzzzzzzzzzzzzzz

Yes, they've only been buffing gunners.

Call me crazy but I remember when we had massive knockbacks against jedi with even pistol 1s.
Even crazier, contact explosive nades. Primaries that exploded off players and corpses.
Instant kill frags with secondary nades against any jedi that was caught and hit by it while running.
Heroes had 3 of those to qt.

Didn't have a problem with any of that.

Just like I didn't have a problem with instant grip, cheaper grip, force speed without ridiculous costs and nerfs, free deflect.

You lot will of course will automatically say its op. I'll laugh and say, no it wasnt. And I played it!

This game has nerfed everything to shit and we call it features. Thank god the core remains even after these...tweaks.
 
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SomeGuy

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Call me crazy but I remember when we had massive knockbacks against jedi with even pistol 1s.
Even crazier, contact explosive nades. Primaries that exploded off players and corpses.
Instant kill frags with secondary nades against any jedi that was caught and hit by it while running.
Heroes had 3 of those to qt.

Didn't have a problem with any of that.

Just like I didn't have a problem with instant grip, cheaper grip, force speed without ridiculous costs and nerfs, free deflect.

You lot will of course will automatically say its op. I'll laugh and say, no it wasnt. And I played it!

This game has nerfed everything to shit and we call it features. Thank god the core remains even after these...tweaks.

I remember all that stuff too. Some of it was ridiculous while others were whatever. I remember when clones could blob all day long and use it like artillery.

The only thing though that has remained a constant is Jedi and Sith very core reliance on Push. The sad thing is that they have the most variety of builds to make out of all classes, and it's almost always Push. Sure I at least get Push 2 to redirect those incoming explosives, but I like a little challenge. I don't want to just push 1 button and see everything fall in front of me for easy pickings. It is just too easy. People say the gunner will likely win an engagement, but like TwiceDead has brought up Jedi are in control of the engagements giving them the advantage. You can't hurt them long range unless they're unaware of you. They have to be up close and in saber range for you to even have a chance of killing them for that defense to open up. Forcing you to walk and crouch the entire time for fear of getting knocked down by a whole screen wide ability while this one hit kill stick is coming into range is a death sentence. Sure, sometimes a gunner kills the Jedi. Most of the time though, it's the other way.

BigBoss has the same issue I do of Push 'sniping' at it's maximum range knocking down people with no effort put into it. It makes no sense. Long range it should be focused.

You can bring up arguments of other classes how to counter it over, and over, and over but the thing is they all get a finite resource that is most often a one time shot which is also much, much harder to use than Push and also has the possibility of being negated by Push while Push is infinite while also being very powerful.

This isn't meant as a nerf it into the ground thread, this is a gameplay balance thread because there is something wrong if this one singular ability is so massively essential to the most varied class in the game.

I'm going to try to, and ask other people interested to do the same, of playing say an entire map's worth of matches or so as a single class and build without changing. Probably like a Soldier or Commander, a Jedi without Push 3, and then one with Push 3 and share the results.
 
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I remember all that stuff too. Some of it was ridiculous while others were whatever. I remember when clones could blob all day long and use it like artillery.

The only thing though that has remained a constant is Jedi and Sith very core reliance on Push. The sad thing is that they have the most variety of builds to make out of all classes, and it's almost always Push. Sure I at least get Push 2 to redirect those incoming explosives, but I like a little challenge. I don't want to just push 1 button and see everything fall in front of me for easy pickings. It is just too easy. People say the gunner will likely win an engagement, but like TwiceDead has brought up Jedi are in control of the engagements giving them the advantage. You can't hurt them long range unless they're unaware of you. They have to be up close and in saber range for you to even have a chance of killing them for that defense to open up. Forcing you to walk and crouch the entire time for fear of getting knocked down by a whole screen wide ability while this one hit kill stick is coming into range is a death sentence. Sure, sometimes a gunner kills the Jedi. Most of the time though, it's the other way.

BigBoss has the same issue I do of Push 'sniping' at it's maximum range knocking down people with no effort put into it. It makes no sense. Long range it should be focused.

You can bring up arguments of other classes how to counter it over, and over, and over but the thing is they all get a finite resource that is most often a one time shot which is also much, much harder to use than Push and also has the possibility of being negated by Push while Push is infinite while also being very powerful.

This isn't meant as a nerf it into the ground thread, this is a gameplay balance thread because there is something wrong if this one singular ability is so massively essential to the most varied class in the game.

I'm going to try to, and ask other people interested to do the same, of playing say an entire map's worth of matches or so as a single class and build without changing. Probably like a Soldier or Commander, a Jedi without Push 3, and then one with Push 3 and share the results.
That's what I was basically trying to say.
 
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