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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Requiring you to aim and look at people in a shooter makes a class useless?
By that logic, all projectiles should be homing then.
 
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My problem with Push is that it's instant. The moment you press the button, the effect is in play. Anybody with decent reflexes will be able to push over their foe at their own leisure, forcing the opponent to constantly be on the defensive, essentially being at the mercy of the Jedi's reflexes.

There's really no counter-play involved when attempting to avoid being Pushed. You can do one thing, walk, and that's before you even confirm if they even have Push in their kit. You have no way of figuring out if they do or not either, while Jedi can eye you and instantly and make out what you are by what weapons you have holstered and gauge how to engage you from that.

Jedi/Sith however have so many ways to quickly close the gap, and walking is essentially locking yourself in that fight if you're inside push-range. Forget about disengaging, you are forced to take on that Jedi/Sith or you will die merely making an attempting to disengage. It's not what I personally consider a fair engagement, if it was the opponent would be given a chance to make a counter-play to Push the moment it was cast, rather than forcing them to do the counter-play against any Jedi/Sith who may not even have push at all. Everything else in the game is very well telegraphed. Snipers are easily visible as they are forced to expose themselves before sniping a target, grenades have loud beeps and glow not to mention the posture the troopers themselves make when they arm it, and rockets have distinct noises before firing, and again, posture. Jedi/Sith are the only ones who are constant unknowns when it comes to engagements.

I think there should be a very slight delay to pushing. Push being a large cone AoE hit-scan ability does not make sense for how easy it is to utilize well.

...Is my thoughts on the topic at least.
 

SomeGuy

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As I stated earlier, this isn't balancing anything. By nerfing jedi/sith in this manner, you are severely buffing gunners.
The only buff gunners would get would be that bad Jedi would be killed easily rather than being slightly competent. With this they would either adapt and get better or try other classes. Skilled players would not be affected by this much if at all.
 

Preston

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The only reason people spam Jedi is because of how easy it is to use out of the gate and Push 3 is the main culprit.

Start Jedi, hold block, hit push, get kill. Rather than aim at target, lead, wait for opening, reload. Skill required is not equal.
Wait, is this a joke. Noob jedi are the easiest kills in this game. All th ey do is push spamm and w swing. And again, all you have to do is litteraly hold walk and aim. I dont see the big deal with it. If youre getting killed by push then theres another problem here
 
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Snipers are easily visible as they are forced to expose themselves before sniping a target, grenades have loud beeps and glow not to mention the posture the troopers themselves make when they arm it, and rockets have distinct noises before firing, and again, posture. Jedi/Sith are the only ones who are constant unknowns when it comes to engagements.

I think there should be a very slight delay to pushing. Push being a large cone AoE hit-scan ability does not make sense for how easy it is to utilize well.

...Is my thoughts on the topic at least.

You know, I never even though of that. I just assume everyone has push 3 because of how broken it is. People can use this misconception to get other skills and gunners would just instinctively walk when seeing a light saber.

Wait, is this a joke. Noob jedi are the easiest kills in this game. All th ey do is push spamm and w swing. And again, all you have to do is litteraly hold walk and aim. I dont see the big deal with it. If youre getting killed by push then theres another problem here
Stop strawmaning, I am able to kill noob jedi because ive been here for 3 months. If I first started playing today, they would be whooping my ass.
 

Preston

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My problem with Push is that it's instant. The moment you press the button, the effect is in play. Anybody with decent reflexes will be able to push over their foe at their own leisure, forcing the opponent to constantly be on the defensive, essentially being at the mercy of the Jedi's reflexes.

There's really no counter-play involved when attempting to avoid being Pushed. You can do one thing, walk, and that's before you even confirm if they even have Push in their kit. You have no way of figuring out if they do or not either, while Jedi can eye you and instantly and make out what you are by what weapons you have holstered and gauge how to engage you from that.

Jedi/Sith however have so many ways to quickly close the gap, and walking is essentially locking yourself in that fight if you're inside push-range. Forget about disengaging, you are forced to take on that Jedi/Sith or you will die merely making an attempting to disengage. It's not what I personally consider a fair engagement, if it was the opponent would be given a chance to make a counter-play to Push the moment it was cast, rather than forcing them to do the counter-play against any Jedi/Sith who may not even have push at all. Everything else in the game is very well telegraphed. Snipers are easily visible as they are forced to expose themselves before sniping a target, grenades have loud beeps and glow not to mention the posture the troopers themselves make when they arm it, and rockets have distinct noises before firing, and again, posture. Jedi/Sith are the only ones who are constant unknowns when it comes to engagements.

I think there should be a very slight delay to pushing. Push being a large cone AoE hit-scan ability does not make sense for how easy it is to utilize well.

...Is my thoughts on the topic at least.
Did you know theres no way to tell if say, a bounty hunter has poison? Or mando has flames or a rocket? Or a sith has choke or lightning? Or a hero wth dash or heal? How bout a commander with dodge? And a clone with blobs? Or a wookie with fury? Saying theres no way to know if a jedi has push is just a stupid argument. Especially when 90% of players who use jedi have push.
 

SomeGuy

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My problem with Push is that it's instant. The moment you press the button, the effect is in play. Anybody with decent reflexes will be able to push over their foe at their own leisure, forcing the opponent to constantly be on the defensive, essentially being at the mercy of the Jedi's reflexes.

There's really no counter-play involved when attempting to avoid being Pushed. You can do one thing, walk, and that's before you even confirm if they even have Push in their kit. You have no way of figuring out if they do or not either, while Jedi can eye you and instantly and make out what you are by what weapons you have holstered and gauge how to engage you from that.

Jedi/Sith however have so many ways to quickly close the gap, and walking is essentially locking yourself in that fight if you're inside push-range. Forget about disengaging, you are forced to take on that Jedi/Sith or you will die merely making an attempting to disengage. It's not what I personally consider a fair engagement, if it was the opponent would be given a chance to make a counter-play to Push the moment it was cast, rather than forcing them to do the counter-play against any Jedi/Sith who may not even have push at all. Everything else in the game is very well telegraphed. Snipers are easily visible as they are forced to expose themselves before sniping a target, grenades have loud beeps and glow not to mention the posture the troopers themselves make when they arm it, and rockets have distinct noises before firing, and again, posture. Jedi/Sith are the only ones who are constant unknowns when it comes to engagements.

I think there should be a very slight delay to pushing. Push being a large cone AoE hit-scan ability does not make sense for how easy it is to utilize well.

...Is my thoughts on the topic at least.

This is exactly it. Exactly. The only ways of toning down push are making it a large class point cost, which is stupid, making it a charge up, which stops the supportive role it can fill, or my idea which retains supportive role but increases skill required.

It is true noob Jedi/Sith are some of the easiest kills in the game, but as soon as they figure out how to block and use push on unsuspecting targets, they get free kills. Then you're on the defensive again. Waiting. It isn't equal.
 
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Did you know theres no way to tell if say, a bounty hunter has poison? Or mando has flames or a rocket? Or a sith has choke or lightning? Or a hero wth dash or heal? How bout a commander with dodge? And a clone with blobs? Or a wookie with fury? Saying theres no way to know if a jedi has push is just a stupid argument. Especially when 90% of players who use jedi have push.

That is because gunner class kits don't have don't have a whole page of stuff to put points it.
Force abilities are weapons, where dodge on a ET, dash and heal on a hero are skills.

If I had any say and skill in modeling, I would make the weapon skills have a visual indicator on the model.
So I can see a bounty hunter has poison darts, that a mando has a rocket and a flamer, that wookie has fury. And so on.
 

Preston

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That is because gunner class kits don't have don't have a whole page of stuff to put points it.
Force abilities are weapons, where dodge on a ET, dash and heal on a hero.
Can yulou edit your post because I dont even inderstand what your getting at lol. If gunners dont have a page of stuff to put in that just proves my point even more lol
 
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all class is OP when its spammed
good point, but how do we prevent spamming? replace open with semi-authetic?

When you firat played and you saw a class with a lightsaber or a gun what would you pick?
i remember playing mb2 for the first time, the point progression system wasn't disabled and i always played a soldier because of free p1 and cheap respawn (trulies) :)
maybe the problem is that agentoo is teaching dueling and noone is teaching how to outgun a lightning forcewhore in 1v1? ;-)

Like I seriously dont understand why people complain about this. I persoanlly use pull like 10x more than push. But its seriously just lrn2walk. The only reason why you can get lots of kills with push is because new players dont know to walk yet.
that's not true
as a gunner my priority is to stay mobile (moving across map not to get surrounded, jumping into cover, dodging enemy fire, even dodging swings) and sometimes (it depends both on the enemy skill and my focus) it's very hard to time the walking with being pushed, even a little lag or increased ping (or some hardcoded bugs) can cause me to get knocked down despite having the walk button pressed at the moment of force attack.

imo possible solution would include:
  • increased delay between push and knockdown attack (excluding effect for nades, they must be instapushable)
  • reduced maximum (or minimum?) range as suggested
  • adding new exceptions (for example not being moved at all for crouching, not getting knockdown while running backwards etc.)
 
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I'm all for reducing the arc/range of push. But, making it so you have to have your crosshair on an enemy is ridiculous. Gunners already have several ways to counteract push spam.
 

Preston

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good point, but how do we prevent spamming? replace open with semi-authetic?


i remember playing mb2 for the first time, the point progression system wasn't disabled and i always played a soldier because of free p1 and cheap respawn (trulies) :)
maybe the problem is that agentoo is teaching dueling and noone is teaching how to outgun a lightning forcewhore in 1v1? ;-)


that's not true
as a gunner my priority is to stay mobile (moving across map not to get surrounded, jumping into cover, dodging enemy fire, even dodging swings) and sometimes (it depends both on the enemy skill and my focus) it's very hard to time the walking with being pushed, even a little lag or increased ping (or some hardcoded bugs) can cause me to get knocked down despite having the walk button pressed at the moment of force attack.

imo possible solution would include:
  • increased delay between push and knockdown attack (excluding effect for nades, they must be instapushable)
  • reduced maximum (or minimum?) range as suggested
  • adding new exceptions (for example not being moved at all for crouching, not getting knockdown while running backwards etc.)
Thay would kust make gunner way to op sry. And thats why you walk before the push. If you see a jedi within push range you walk. Its really simple.
 
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Can yulou edit your post because I dont even inderstand what your getting at lol. If gunners dont have a page of stuff to put in that just proves my point even more lol

If I didn't know you personally, I would of said your playing dumb.

mwngnl.jpg

Every single thing on a jedi point map matters.

But when it comes to gunners, not really and the variety is limited.
We have to change classes, where jedi/sith can do anything and everything.
http://a.pomf.hummingbird.moe/npmkre.jpg
http://a.pomf.hummingbird.moe/iwgfmh.jpg
http://a.pomf.hummingbird.moe/ezixbw.jpg
http://a.pomf.hummingbird.moe/nqzeij.jpg
http://a.pomf.hummingbird.moe/yncbuy.jpg
http://a.pomf.hummingbird.moe/cdkggn.jpg

Thay would kust make gunner way to op sry. And thats why you walk before the push. If you see a jedi within push range you walk. Its really simple.
Your not making any points, your just repeating yourself without actually backing up your position.
 
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mwngnl.jpg

Every single thing on a jedi point map matters.

But when it comes to gunners, not really and the variety is limited.
We have to change classes, where jedi/sith can do anything and everything.
http://a.pomf.hummingbird.moe/npmkre.jpg
http://a.pomf.hummingbird.moe/iwgfmh.jpg
http://a.pomf.hummingbird.moe/ezixbw.jpg
http://a.pomf.hummingbird.moe/nqzeij.jpg
http://a.pomf.hummingbird.moe/yncbuy.jpg
http://a.pomf.hummingbird.moe/cdkggn.jpg

I don't see your point. Gunners can hit people from long range, and jedi have to be within melee range to kill. Most of the force powers you would use to kill someone you have to be close as well.
 

Preston

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mwngnl.jpg

Every single thing on a jedi point map matters.

But when it comes to gunners, not really and the variety is limited.
We have to change classes, where jedi/sith can do anything and everything.
http://a.pomf.hummingbird.moe/npmkre.jpg
http://a.pomf.hummingbird.moe/iwgfmh.jpg
http://a.pomf.hummingbird.moe/ezixbw.jpg
http://a.pomf.hummingbird.moe/nqzeij.jpg
http://a.pomf.hummingbird.moe/yncbuy.jpg
http://a.pomf.hummingbird.moe/cdkggn.jpg
Cause jedi is good at long distance. Jedi is good at support and assault and ninja.gunner is good at distance, holding a position, pushing forward. And killing jedi..
 

SomeGuy

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I'm all for reducing the arc/range of push. But, making it so you have to have your crosshair on an enemy is ridiculous. Gunners already have several ways to counteract push spam.
My idea is making it that way for the longer range pushes, up close aiming would be easier. Plus it's only for the knockdown, the push back mechanic would be the same.
 
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Cause jedi is good at long distance. Jedi is good at support and assault and ninja.gunner is good at distance, holding a position, pushing forward. And killing jedi..

Your sarcasm betrays you
Thank you for proving my point.

Because they are good at all those things, thanks to cultist I know throwing sabers are a viable sniping tactic.
 

Preston

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If I didn't know you personally, I would of said your playing dumb.

mwngnl.jpg

Every single thing on a jedi point map matters.

But when it comes to gunners, not really and the variety is limited.
We have to change classes, where jedi/sith can do anything and everything.
http://a.pomf.hummingbird.moe/npmkre.jpg
http://a.pomf.hummingbird.moe/iwgfmh.jpg
http://a.pomf.hummingbird.moe/ezixbw.jpg
http://a.pomf.hummingbird.moe/nqzeij.jpg
http://a.pomf.hummingbird.moe/yncbuy.jpg
http://a.pomf.hummingbird.moe/cdkggn.jpg


Your not making any points, your just repeating yourself without actually backing up your position.
Im repeating myself cause its that simple. All you have to do is walk. Whats the big deal, I honestly dont understand. Pushing jedi are the easiest thing to beat as a gunner.only thing easier is killing noob jedi as a sith or vice versa
 
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My idea is making it that way for the longer range pushes, up close aiming would be easier. Plus it's only for the knockdown, the push back mechanic would be the same.

Push doesn't need a longer range, it just needs to not push down an entire team from its current range. Reducing its arc would fix that.
 
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I have an idea guys.

You could have it so push doesn't have to be charged to push back nades and projectiles, but you have to charge it if you want to knock down players. But only a small charge so skilled players have barely enough time to react.
 
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