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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I have no problem with push either, just the ways it can be abused in a one on one fight.
I disagree with this. I believe that push 1v1 in a close-quarter fight is very balanced. Jedi will drain FP for the push risk, and even if is successful with the push will have to chase the downed gunner for the kill, unlike Pull 3. That opens the Jedi up for retaliation from a quick get up or a hidden gunner ally. The problem I see is that even me as a noob glowstick carrier can shut an entire team down if I advance to a position with supporting gunners and can knock down an entire team from long range when they opt to retreat from cover. The same effect from clones for instance would require aim and only knock down 1 target. I like the smaller cone for knockdown idea, but keeping the wider cone for explosive counter. The cones should be identical, however at closer range. A Jedi has to have a counter for a squirrelly gunner at close range.
 
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There is no question that in previous builds jedi/sith were more diverse in what they selected to use.

In b16 one of my favorite builds was grip2/lightning2. Heal for jedi:)
What's happened since then?
Push/pull have remained unchanged while every other force ability has been altered or removed.

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First it was the point costs at the class config screen. Those increased substantially.
And then it was the mechanics. As if the point posts weren't enough?


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Speed was removed from sith. Speed itself was nerfed with force activation costs as well a temporary vulnerability to force powers after turning off their ability...
They also removed the ability to jump with speed and hilt out... The logic behind it being sith were 2 strong with speed(speed, jump, lightning) and jedi were too annoying with speed to obj whore or just prolong the round.

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Deflect, from free and basic part of blocking to a special ability you need to buy:) Yeah, its more precise. Whoopdedoodoo.
I still consider it a saber ability and not an actual force power. That you have to pay more for now:)

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Heal was removed. Apparently it was largely to stop jedi from camping and healing. And if I recall right, bodyhits skimmed 1hp. Multiple duels took the toll on sith while jedi had more *stamina* to last the entire round.

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Grip. Went from instant grip to a lock on requirement. A little annoying. But then they added a sound effect to warn people they were about to be gripped. Ok, thats fine I guess. And now they added a bloody icon? Fucking training wheels, pop-tart power now. You can't even kill someone with the damage from it. What dmg? I gripped a soldier(on his same life) 3 times with grip 3 for the entire duration. Pathetic.

Are people still wondering why players favor push? With pull coming in second?

Everything else is shit compared to it. Save possibly lightning, which outside of the force speed removal from sith, has also remained largely untouched.

So basically every ability they did alter, hardly anyone uses.

Except mind trick. I actually thought it was fine as was in the previous build but like its...versatility *cough* abuse, in this current iteration. Of course, it's still no push. But hey, you still have more than enough points to push while u mt someone.

You know whats even more fun? Having a universal mt and running into a pack of imp gunners and force repulsing the lot of them:)

I seem to have wandered off track somewhere. What was It trying to say?

Push can be tweaked!


edit;

If I recall right, it was b17 when t3 was introduced that everyone used virtually the same freaking build.
T3, jump2 and push 3.
And they used that the whole time while waiting for b18 to come out which was when he had most of the b17 trash:):):) come in. The long wait made it a habit and broke their will. This was also when Dotf started to be spammed.

So really, you can blame the mentality of using the same build AND the same map on b17 and the wait for b18. Trust me, I took psych in college. I was a B student. I slept through class. Plus there was this busty blonde chick that distracted me with her bustiness.o_O

How could you be so slim, so short and that busty? :p
 
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Supa

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this sounds fine until you remember the rest of the uses for push
I don't actually think it's a bad thing that we make people require to think a little before they use abilities. Part of the problem with Jedi and Sith is right now you aren't really punished for playing recklessly. Using push and it going on cooldown, and then you not having push to push a explosive that will create a huge opportunity for the enemy team to advance, could be a good incentive to not use abilities without thinking.

A lot of games are like that, and while this is a first person shooter, the main mode requires a bit of strategic knowledge to be really good at. Such is the common theme games like MBII and CS:GO share.
 

Preston

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But you are punished, you lose 20 fp and you're completely open for attacks. And chaos is right, every other force power is pretty much useless atm, besides speed and mind trick, which are both jedi only
 
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I dont agree with the "you arent punished for playing recklessly" part, @Supa. It only depends on the enemy gunners how badly you're punished after a misused Push. If you're facing with a bunch of "less experienced gunners", you can fail a lot but be successful at the end. But if you're misusing it even in 1 v 1, against a good gunner, you'll be dead. And we're talking about the same Push3. This is why I dont like topics like these, because there are players, who like to blame everything else first, but themselves for their failure. The game isnt (totally) balanced for casuals (yet), lets not change this.

Anyway, I suggested ~ a month ago to give CD for abilities like Dash, Push and Pull, it may could be solve this problem, however be aware that there'll be always a "reason" why the "less experienced gunners" die against the OP Jedi/Sith.
 

Supa

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But you are punished, you lose 20 fp and you're completely open for attacks. And chaos is right, every other force power is pretty much useless atm, besides speed and mind trick, which are both jedi only
20fp and it starts regenerating immediately. That isn't much of a punishment.
 

Preston

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20fp and it starts regenerating immediately. That isn't much of a punishment.
No, but being open to shots completly and possibly dying by an experinced gunner is. Many time ive used the ee3 to insta snipe jedi who miss a push, same with proj, disruptor, t21 primary, and of course p3. This is plenty of punishment for a missed push. Or even a hit push when 2v1 on a jedi.
 

Supa

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No, but being open to shots completly and possibly dying by an experinced gunner is. Many time ive used the ee3 to insta snipe jedi who miss a push, same with proj, disruptor, t21 primary, and of course p3. This is plenty of punishment for a missed push. Or even a hit push when 2v1 on a jedi.
Yes, but lets talk about E-11, a not high powered weapon that doesn't one shot everything it touches. The level of consistency required to kill a Jedi/Sith with an E-11 does not match up to the level of consistency required to kill a gunner with an E-11 with a Jedi/Sith.
 

Preston

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Yes, but lets talk about E-11, a not high powered weapon that doesn't one shot everything it touches. The level of consistency required to kill a Jedi/Sith with an E-11 does not match up to the level of consistency required to kill a gunner with an E-11 with a Jedi/Sith.
Not everything needs to be able to kill a jedi when he misses one push, thats just silly, but that said, e11 can easily take out atleast half of a jedis hp with some well placed shots if not kill him completely with head shots in one single missed push
 
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No, but being open to shots completly and possibly dying by an experinced gunner is. Many time ive used the ee3 to insta snipe jedi who miss a push, same with proj, disruptor, t21 primary, and of course p3. This is plenty of punishment for a missed push. Or even a hit push when 2v1 on a jedi.
Fuck up Push as a Jedi/Sith, and you may take some damage, but you can shrug it off and carry on fighting, assuming you know how to move'n take evasive maneuvers.
Fuck up as a Gunner against Jedi/Sith, you are dead and buried six-feet under good sir! Unless the Jedi/Sith fucks up their saber-swings.

You also have to put a lot more effort into tracking a juking player than you have to tell between when a player runs or walks. Your argument is also putting a lot of faith into perfect aim, to the level where it sounds downright precognitional, that or you are shooting static targets not putting effort into avoiding your shots. Jedi's can dodge, mid-push as well, they won't sit still allowing you to shoot them in the face unless they haven't learned that snipers exist.
 

Supa

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Not everything needs to be able to kill a jedi when he misses one push, thats just silly, but that said, e11 can easily take out atleast half of a jedis hp with some well placed shots if not kill him completely with head shots in one single missed push
It doesn't matter what gun I hit you with, an opening is an opening. If I do damage to you, there is no reason you should be able to capitalize on your own mistake unless I make an even bigger one.
 

Preston

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It doesn't matter what gun I hit you with, an opening is an opening. If I do damage to you, there is no reason you should be able to capitalize on your own mistake unless I make an even bigger one.
What do you mean by capitalize? How can someone capitalize on their own mistake when they lose lots of hp?
 

Preston

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And imo it is safer to fight a jedi than a gunner when im a gunner. When fighting a jedi either I die or lose no hp at all. When I fight a gunner you almost always lose some hp or you die, Id say thats enough for a jedi vs gunner to be harder than gunner vs gunner. But I personally thank jedi are already easier to fight than another gunner
 
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Ohhhh, Jedi get punished alright. You get punished for using force, you get punished for jumping, you get punished for running, and you still get punished if you just stand still for too long. No more cooldowns, there are enough of them. I'm okay with a bit more of an aiming requirement, but not more cooldowns. At this rate, jedi and sith will just end up being removed, save for FA.

edit: Oh! and you are punished for getting hit! More fp loss. Jumping takes BP so sith can attack you. Acrobatics take FP... etc
 

Supa

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What do you mean by capitalize? How can someone capitalize on their own mistake when they lose lots of hp?
... I already explained it. Jedi or Sith misses swing, I dodge it, they push me because their recovery time between missing a swing and doing anything else is shorter than my attempt to dodge out of the way of their instagib swing.

Duels between gunners and saberists are skewed more for the benefit of the saberist at the moment, because they can make mistakes and lose a little bit of health, then reset and try again. The gunner doesn't get that; if you get pushed down once or miss a single shot you're dead. The advantage of being able to fire from range doesn't mean a whole lot because FP damage at range is so low that regeneration cancels out any damage you would do.
 
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Preston

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... I already explained it. Jedi or Sith misses swing, I dodge it, they push me because their recovery time between missing a swing and doing anything else is shorter than my attempt to dodge out of the way of their instagib swing.

Duels between gunners and saberists right now are skewed more for the benefit of the saberist at the moment, because they can make mistakes and lose a little bit of health, then reset and try again. The gunner doesn't get that; if you get pushed down once or miss a single shot you're dead. The advantage of being able to fire from range doesn't mean a whole lot because FP damage at range is so low that regeneration cancels out any damage you would do.
Since when did missing one shot mean you are dead? And I said this maybe on another thread I cant remember, but if the jedi does get close enough to you you can always get hs's on him while he swings and he will get pushed back, im sure you already know this. And I really dont believe that you cant jump out of the way and walk before he can push you, pretty sure there is plenty of time to move out of the way while the swing animation is playing.
And I still completly disagree that 1v1 a jedi is at a higher advantage, infact I think its quite the opposite, when its just 1v1 you dont have to worry about push really because you only have to look at this one jedi, there wont be some jedi from the side that tou cant see that will push you down. All that you need to do is have a good aim at med distance and theyll run out of fp
 

Supa

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You're right. Even if you don't miss a shot you're still dead, unless you do get that super lucky headshot.
 
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Since when did missing one shot mean you are dead? And I said this maybe on another thread I cant remember, but if the jedi does get close enough to you you can always get hs's on him while he swings and he will get pushed back, im sure you already know this. And I really dont believe that you cant jump out of the way and walk before he can push you, pretty sure there is plenty of time to move out of the way while the swing animation is playing.
There often isn't time to move out the way when the swing animation is playing. And he can just push you right after you move. Or you walk and he swings again and your dead. The only class that can really fight jedi at close range is BH with the secondary kick, and if you fk up with the kick, you're dead.

As for your previous comment about shooting a jedi with the ee3 sniper right after he pushes, a skilled jedi will know just to shorthop right after the push. Unless you are REALLY REALLY good, there is no way the ee3 sniper shot is going to hit him.
 

Preston

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You're right. Even if you don't miss a shot you're still dead, unless you do get that super lucky headshot.
Aim doesnt need luck, its not super hard to get those head shots in a 1v1 scenario. And even then if your aim is good enough the jedi wont even get close enough to you to swing at you.
There often isn't time to move out the way when the swing animation is playing. And he can just push you right after you move. Or you walk and he swings again and your dead. The only class that can really fight jedi at close range is BH with the secondary kick, and if you fk up with the kick, you're dead.
As for your previous comment about shooting a jedi with the ee3 sniper right after he pushes, a skilled jedi will know just to shorthop right after the push. Unless you are REALLY REALLY good, there is no way the ee3 sniper shot is going to hit him.
Its not very hard to keep the crosshair on a hopping jedi that just goes straight up as you said. And it can be many other things than ee3.
You're right. Even if you don't miss a shot you're still dead, unless you do get that super lucky headshot.
Yes because if you miss one single shot ever you instantly lose vs a jedi.
 

Supa

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Okay enough with the double and triple posting. There is an edit button.
 
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