Push 3 Balance

Status
Not open for further replies.

SomeGuy

Donator
Internal Beta Team
Posts
398
Likes
194
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
 
Last edited:
Posts
1,013
Likes
572
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
You never read the post where I said im walking and crouching and still getting shoved.
If walking and crouching negates push, why is my character being moved without me pressing my move keys?

The only difference is that im not knocked down, the environment could easily still kill me.
 

Supa

The Serial Stacker
Movie Battles II Team Retired
Posts
914
Likes
356
Could have two different cones of effect. Enemies pushed within range of the inside cone get knocked down, enemies pushed outside of the inner cone get pushed back.

My personal problem with playing against Jedi/Sith with push is they run at me like idiots, swing - which I jump out of the way to dodge because that's how you're supposed to do it - and then miraculously are able to push. The lack of a recover between any other action and push/force powers in general makes me sad.
 

SomeGuy

Donator
Internal Beta Team
Posts
398
Likes
194
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
We know how to counter it but that isn't the problem. The problem is it is way too easy to use when compared to other classes and abilities.
 
Posts
411
Likes
208
Don't think anyone saw my post on the previous page, so I'll post it again.

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.
 

SomeGuy

Donator
Internal Beta Team
Posts
398
Likes
194
Could have two different cones of effect. Enemies pushed within range of the inside cone get knocked down, enemies pushed outside of the inner cone get pushed back.
That's exactly what I mean! But only for knockdown. Cone starts large near Jedi and gets smaller so at longer ranges need direct aim.

But not for pushing rockets/grenades/etc so they can still be supportive.
 

Preston

Nerd
Posts
1,022
Likes
653
We know how to counter it but that isn't the problem. The problem is it is way too easy to use when compared to other classes and abilities.
Its easy to aim and shoot to? I can be like, " TD's are easy, its just throw and win" but its also easy to counter.
 
Posts
1,013
Likes
572
Don't think anyone saw my post on the previous page, so I'll post it again.

I saw it, I just dident have a comment on it.
Its easy to aim and shoot to? I can be like, " TD's are easy, its just throw and win" but its also easy to counter.

Those are so easy to avoid, you can hear the beeping on the otherside of the map.
Elevators are the only your fucked scenario when it comes to those.
 

SomeGuy

Donator
Internal Beta Team
Posts
398
Likes
194
Don't think anyone saw my post on the previous page, so I'll post it again.

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.
The push would have to be charged but release too to stop people from just holding it around a corner. Like pistols and blobs do.
 

Preston

Nerd
Posts
1,022
Likes
653
Except you know when the TD is coming ahead of time.
Thats not the point, im saying td is insta win if you dont kove out of the way or push. And push is insta win if you dont walk or crouch. Many things are insta win if you dont counter them. Its like saying saber is op, its insta win. When all you have to do is block. Its the same thing, except block you walk.
 
Posts
411
Likes
208
Thats not the point, im saying td is insta win if you dont kove out of the way or push. And push is insta win if you dont walk or crouch. Many things are insta win if you dont counter them. Its like saying saber is op, its insta win. When all you have to do is block. Its the same thing, except block you walk.

I know what your saying, but I'm saying that you can hear the TD coming ahead of time and prepare for it, with push 3, there's no warning, not even a slight warning, that's the issue.
 
Posts
506
Likes
545
Cause jedi is good at long distance
esp. considering low fp dmg per blaster bolt at long range

TD's are easy, its just throw and win
rare, but still happens

but maybe we're all wrong, and everything is perfectly balanced, and the only reason gunners die to saberists is common lack of teamplay on public matches? I mean who cares about lightning/push/grip/anything when its useless against two competent gunners?
 

Preston

Nerd
Posts
1,022
Likes
653
I know what your saying, but I'm saying that you can hear the TD coming ahead of time and prepare for it, with push 3, there's no warning, not even a slight warning, that's the issue.
With jedi you should always be cautious of push. If you didnt have to be cautious tou could just mow down jedi. Going all la de da and spraying away till they die. If gunners dont walk its not a balance issue its a player issue.
 
Posts
296
Likes
216
I know what your saying, but I'm saying that you can hear the TD coming ahead of time and prepare for it, with push 3, there's no warning, not even a slight warning, that's the issue.

This is already been said though. Every gunner that has played this mod for a least one build knows that "I need to walk or i'll get pushed." This is an assumption already that the jedi/sith has push therefore the gunner already walks ahead of time if he's smart.
 

Preston

Nerd
Posts
1,022
Likes
653
esp. considering low fp dmg per blaster bolt at long range


rare, but still happens

but maybe we're all wrong, and everything is perfectly balanced, and the only reason gunners die to saberists is common lack of teamplay on public matches? I mean who cares about lightning/push/grip/anything when its useless against two competent gunners?
Nah, everything would be balqnced if we removed perks, and sbds hs bonus...
 

agentoo8

Internal Beta Team
Posts
455
Likes
606
...people are still falling (excuse the pun) for Push 3?
This has been debated into the dust for years. All you have to do is stop running, don't fall for the typical jedi tactic which is to jump towards you and then push you as they land. Literally a good gunner will - 9 times out of 10 - never fall for push.
 
Posts
1,013
Likes
572
This is already been said though. Every gunner that has played this mod for a least one build knows that "I need to walk or i'll get pushed." This is an assumption already that the jedi/sith has push therefore the gunner already walks ahead of time if he's smart.

Everyone in the room has to stop moving and hold shift because of one jedi.
Yeah thats bullshit.
 

Preston

Nerd
Posts
1,022
Likes
653
...people are still falling (excuse the pun) for Push 3?
This has been debated into the dust for years. All you have to do is stop running, don't fall for the typical jedi tactic which is to jump towards you and then push you as they land. Literally a good gunner will - 9 times out of 10 - never fall for push.
Exactly. I dont see the argument of this.
 
Status
Not open for further replies.
Top