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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Kewl said:
At the end of it all, I could go on and on about the intricacies of this game and the ACTUAL way it CAN be played in a 1v1 scenario, but what it comes down to is just learning the game, and learning the timings, learning the CONSISTENCY within the game, and then learning how to take advantage of that,
Preach.
 
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Don't rocket or throw grenade/TD at Jedi/Sith. It's simple as that. People who does that sort of thing get their teammates killed or themselves.
You can't blame that stupidity on push. Jedi/Sith is a support class, it's his role to push back danger. In my honest opinion, push is not that overpowered as some of you made it out to be. Push, especially ill-timed push, is almost always punished.

With that said, I do not agree it needs some kind of a nerf. Push is a nerf on itself, when not used properly and believe me, lot of dudes do not use it properly. Push is easy to use, but so is easy to counter.
Thing is Phelps, it's not push as a counter to grenades that's the problem it's that push is a counter to everything. I still think the best option is to have a smaller cone inside the knock back cone to knock down, it's a small change and a lot of force users won't be affected since they'll just have to aim a bit better. However grenades and rockets will remain the same.

It's just push is too useful against too many things.
 

Phelps

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If push against objects like rockets and nades remains as it is, it might be good.
But I still stand on the other side of the fence of NOT nerfing the push, yet pensively nodding to your argument being worth thinking over.
It would be a huge change and I wonder if that change would be good. The thing is, Kewl is right, most of you look at push as a 1v1 scenario and from that you make your conclusions. Am I wrong?

I'm just not sure, everyday I play I see push being countered effectively. Push may be answer to everything, but counters to those answers exist.

However, if those ideas were implemented, I expect some cool perk to Push 3, same as Pull 3 has with taking away the weapon. Not sure, what, but something funny/cool/rewarding to Push user for successfully and well aimed Push.

Will try play more with Pull from now on to make a proper opinion (since your proposal is the same as Pull is now - minus the opposite effect of the Force), I am more of a Grip user.
 
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Preston

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Preston, you're only saying the same thing over and over, basically being a troll deliberately trying to shut this thread down on the basis of your opinion. Not to mention your main argument, put into shorter terms, is git gud l2aim.

Push 3 is just way too easy to use to knock down and get a kill when compared to other force powers and other classes with the tools at their disposal. Push is just a single button wide arc knockdown that is also instantaneous and usable from any direction or angle. It is viable in almost every single combat situation and beats out the usefulness of other force powers or even other classes. It has nearly no drawbacks. Losing 20 FP for a very short amount of time and being vulnerable to attack for 1.5 seconds is not much to go on especially since most Jedi pop out of cover, Push, then go back, or also move erratically to dodge shots. Sure, they may get hit but it won't be death unless a VERY attentive sniper is trained on them. Reaction times for the gunners, plus ping, and shot travel time usually mean that window is shut and that Jedi missed with no penalty. They are in control of the engagement. The gunner has to walk or fall and die, and the Jedi closes the gap while dodging shots but taking some hits, that regenerate. Too close and now that gunner dies. Your argument of "headshot them" just further proves my point that the amount of effort put into a Jedi vs gunner fight is totally skewed, with the gunman putting forth the majority.

And furthermore, the change I proposed would even fit into your little doctrine of 'Learn to aim lol' because it would require the Jedi to aim for those longer range Push knockdowns.

I do not think it needs a cooldown change, a force point change, a class point change.

The absolute only thing this would change in an engagement is even the playing field in the sense that both players would now put forth the same amount of effort.
Im saying the same thing because its so obvious. Walk and aim, and ive actually said alot more than half of the people on the other side that just repeat, push is easy and takes no skill, its push to win. +what kewl said.
 
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If push against objects like rockets and nades remains as it is, it might be good.
But I still stand on the other side of the fence of NOT nerfing the push, yet pensively nodding to your argument being worth thinking over.
It would be a huge change and I wonder if that change would be good. The thing is, Kewl is right, most of you look at push as a 1v1 scenario and from that you make your conclusions. Am I wrong?

I'm just not sure, everyday I play I see push being countered effectively. Push may be answer to everything, but counters to those answers exist.

However, if those ideas were implemented, I expect some cool perk to Push 3, same as Pull 3 has with taking away the weapon. Not sure, what, but something funny/cool/rewarding to Push user for successfully and well aimed Push.

Will try play more with Pull from now on to make a proper opinion (since your proposal is the same as Pull is now - minus the opposite effect of the Force), I am more of a Grip user.
I dunno about a perk. It'll have to be tested and whatnot before any extras get added of course. I really don't see what the big deal is with having to aim it. If it's so easy for gunners to just walk and aim to counter push then maybe all Jedi and Sith should have to do is block and aim to get knockdowns from it.
 
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I dunno about a perk. It'll have to be tested and whatnot before any extras get added of course. I really don't see what the big deal is with having to aim it. If it's so easy for gunners to just walk and aim to counter push then maybe all Jedi and Sith should have to do is block and aim to get knockdowns from it.
Usually there are more gunners than jedi, so when 3 gunners face you why would you push anyone? Its just a huge nerf to jedi and they will be raped everywhere.
 
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I really don't understand why you're saying it's a huge nerf. It's not affecting knockback it's not affecting projectiles, it's not affecting cooldown or FP drain, it's not even going to be aiming like a gun, it just means if your target isn't in the middle of the screen he's not going to fall over. How is that going to cause mass death to Jedi everywhere? They'll need to take a bit more care over when they push. That's it.
 
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Ok, 3 gunners are in front of you in an angle of -45 0 +45 you can push one rest can still shoot you after push and because they see where you aim they can just run around so there is no walking at all so even if you have someone to back you they have less chance of hitting any of them because they can just run around, this is why jedi is support not just because it can knock back nades and rockets. Jedi and Sith control the battlefield .

But push is really not op only a noob would think that anyway( no offense )
 
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Ok, 3 gunners are in front of you in an angle of -45 0 +45 you can push one rest can still shoot you after push and because they see where you aim they can just run around so there is no walking at all so even if you have someone to back you they have less chance of hitting any of them because they can just run around, this is why jedi is support not just because it can knock back nades and rockets. Jedi and Sith control the battlefield .
Ok, 3 gunners are in front of you in an angle of -45 0 + 45, you can push one and he'll most likely die, because you are backed up by your teammates. The other two gunners will be too busy fending off the teammates that are covering your back to worry about shooting Jedi making evasive maneuvers after a well-placed push. The opposition will also already be walking because you are there as a Jedi/Sith, Unsure who you'll eventually push down, making them easier targets for your teammates.

We're not talking about lone jedi/sith encounters anymore, and Sith/Jedi will be able to support just as well as they could before, except now a single button press won't potentially result in the death of all 3 gunners instantly. Push is too forgiving, it only needs to be aimed in someone's general direction to potentially cause disaster and FP recovery is instant right afterwards, this easily encourages people to use it as often as the opportunities present themselves, which are often.
 
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Push is not forgiving at all, after push anyone who is not knocked down can riddle you in this case 3/3 willbe standing worst case, best case you can hit 2 maybe if you are lucky. There is no point in not running because there is a huge chance that you wont be affected by the push and after push you just riddle the jedi in front after that you can shoot the backup as any sane man would do. Have you never played dotf main or you just dont want to accept that push is completely balanced?
 
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What MBII really needs most of all things sadly, is a god damn ingame tutorial to teach all these new players before they run in, get killed and ragequit.

EDIT: I still think there isn't much repercussions for using push though. I asked my friend about push 3, he was also fine with it, he suggested if any changes be made to push, raise the FP usage to 25.
 

Preston

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What MBII really needs most of all things sadly, is a god damn ingame tutorial to teach all these new players before they run in, get killed and ragequit.

EDIT: I still think there isn't much repercussions for using push though. I asked my friend about push 3, he was also fine with it, he suggested if any changes be made to push, raise the FP usage to 25.
Meh, im fine with this. Even though the majority of people in this thread think push is fine as it is.
 
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Push is not forgiving at all, after push anyone who is not knocked down can riddle you in this case 3/3 willbe standing worst case, best case you can hit 2 maybe if you are lucky. There is no point in not running because there is a huge chance that you wont be affected by the push and after push you just riddle the jedi in front after that you can shoot the backup as any sane man would do. Have you never played dotf main or you just dont want to accept that push is completely balanced?
Well if we're going to put each others skill into question then right back at you. Have you ever played MBII before and seen how things usually escalate? The Jedi/Sith is RARELY the first to die in an engagement(assuming they are at least decent), in an engagement between gunners and Jedi/Sith, he's usually the last man standing because there's no point wasting time shooting at a Jedi when you yourself are being shot at. As for "Just shoot the Jedi as he pushes", to do that you need to know exactly when he pushes, which insinuates a mind-game in a 1v1 scenario where you are not already pre-occupied dodging enemy blaster-bolts, and after he's pushed he'll be juking like any sane person would, so good luck hitting him on all of your shots and instantly downing him, as you claim is super EZ, I'm just going to assume you are shooting at static targets.


Is there something about general PvP shooter 101 engagements here you completely fail to comprehend?

Aim is only one side of the engagement, an opponent can juke to throw off an opponents aim resulting in shots fired and not hitting their mark. The only reason you'd have 100% accuracy at all times is if you are aimbotting or have some form of precognitional abilities which is impossible as it's basically reading the future. You can predict an opponents moves, sure, but that may not pay off and is at best a gamble. Pushing is not the 100% death-sentence for Jedi/Sith as you make it out to be, as even without the force, the player can still duck, dodge, jump, roll and juke. Gunners do this all the time, what makes you think Jedi/Sith won't?
 

Preston

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Well if we're going to put each others skill into question then right back at you. Have you ever played MBII before and seen how things usually escalate? The Jedi/Sith is RARELY the first to die in an engagement(assuming they are at least decent), in an engagement between gunners and Jedi/Sith, he's usually the last man standing because there's no point wasting time shooting at a Jedi when you yourself are being shot at. As for "Just shoot the Jedi as he pushes", to do that you need to know exactly when he pushes, which insinuates a mind-game in a 1v1 scenario where you are not already pre-occupied dodging enemy blaster-bolts, and after he's pushed he'll be juking like any sane person would, so good luck hitting him on all of your shots and instantly downing him, as you claim is super EZ, I'm just going to assume you are shooting at static targets.


Is there something about general PvP shooter 101 engagements here you completely fail to comprehend?

Aim is only one side of the engagement, an opponent can juke to throw off an opponents aim resulting in shots fired and not hitting their mark. The only reason you'd have 100% accuracy at all times is if you are aimbotting or have some form of precognitional abilities which is impossible as it's basically reading the future. You can predict an opponents moves, sure, but that may not pay off and is at best a gamble. Pushing is not the 100% death-sentence for Jedi/Sith as you make it out to be, as even without the force, the player can still duck, dodge, jump, roll and juke. Gunners do this all the time, what makes you think Jedi/Sith won't?
Because jedi cant shoot back. With no fp they cant do anything and die 9 times out of 10. And the main reason a jedi isnt the first to die every round is because noob gunner just bum rush to the other side as quick as they can and just fail and get pushed or pulled.
And actually in an encounter with a gunner and a jedi I actually see it pretty even, about half the time the gunner wins, half the time the jedi wins. Now this is in closer the the middle of the round after the scrubs get sniped within 10 seconds and soldiers charge main on dotf or something.

And no, you dont have to know when a jedi pushes to shoot him. It really isnt that hard to move your crosshair a couple feet and spray. Youll atleast land a hit or two if your a decent shot. That is unless you have like 200 ping or 30 fps, or adhd or whatever where you cant physically aim well
 
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There are a lot of new players on the servers right now, thats why it looks like its op.
I'm not gonna argue on statistics and every possible situation that we can imagine. Believe me its not that hard to bait a jedi to push and hurt them a little ( run a little or cook a grenade or just jump) there are lots of counters to them too ( flamethrower, poison, distruptor instagib, saber instagib ).

Sure the jedi can jump around dodge step to the left step to right but fp ( you know the blue bar ), bp drains ( red bar ), and hp drains ( other red bar ) too with every mistake.

Its not a strict rock paper scissor system and its not fair 1v1 for every class but you have chance in nearly all situations for open mode and ive seen so many jedis killed by soldiers even tho they are the weakest class in the game and the jedis had PUSH3 :OOOOO . And guess what the soldiers had 3 lives and some of them didnt even lose 1 to a jedi :OOO i will just open a balance reinforcement thread.
TLDR l2walk.... this whole thread is a joke.
 

SomeGuy

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Because jedi cant shoot back. With no fp they cant do anything and die 9 times out of 10. And the main reason a jedi isnt the first to die every round is because noob gunner just bum rush to the other side as quick as they can and just fail and get pushed or pulled.
And actually in an encounter with a gunner and a jedi I actually see it pretty even, about half the time the gunner wins, half the time the jedi wins. Now this is in closer the the middle of the round after the scrubs get sniped within 10 seconds and soldiers charge main on dotf or something.

And no, you dont have to know when a jedi pushes to shoot him. It really isnt that hard to move your crosshair a couple feet and spray. Youll atleast land a hit or two if your a decent shot. That is unless you have like 200 ping or 30 fps, or adhd or whatever where you cant physically aim well
You're always assuming a Jedi will just stand right out in the open and tank every shot. They dodge left and right, hop up and down, and use cover to regain their FP. Sure the experienced gunner can keep his FP from full but in the end it is not 50/50. It's more like 65/35 with the Jedi out on top. Sure he's hurt when he wins, but he still comes out on top and that's what matters.

Making them both have to actually aim to get a kill would even it out to 50/50 in my opinion.
 

Preston

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There are a lot of new players on the servers right now, thats why it looks like its op.
I'm not gonna argue on statistics and every possible situation that we can imagine. Believe me its not that hard to bait a jedi to push and hurt them a little ( run a little or cook a grenade or just jump) there are lots of counters to them too ( flamethrower, poison, distruptor instagib, saber instagib ).

Sure the jedi can jump around dodge step to the left step to right but fp ( you know the blue bar ), bp drains ( red bar ), and hp drains ( other red bar ) too with every mistake.

Its not a strict rock paper scissor system and its not fair 1v1 for every class but you have chance in nearly all situations for open mode and ive seen so many jedis killed by soldiers even tho they are the weakest class in the game and the jedis had PUSH3 :OOOOO . And guess what the soldiers had 3 lives and some of them didnt even lose 1 to a jedi :OOO i will just open a balance reinforcement thread.
TLDR l2walk.... this whole thread is a joke.
@SomeGuy ^ theres honestly no longer a reason to even comment on this thread anymore, almost 3/4 of the people on this thread think push is balanced including a dev, so I don't see them changing push anytime soon. To sum this thread up.. push 3 is balanced just the way it is, its easy to use and is very easy to counter, just like lots of other things in this game.
 

GoodOl'Ben

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Push is very much balanced. It is initially hard to play against, but in the end it's one of the easier force powers to combat.

Push has a vulnerability window of 1000 milliseconds, during which the pusher is open to any incoming attacks. The user is also stuck in the animation. As a result this gives the potential targets 1 second of free time. I personally use this time to let go of the walk button, click jump and open fire on the pusher. This will propel me further away from the pusher than if I were to simply stand, walk or run.

I would not consider Push to be too strong. If it feels unfair in a specific match-up, it could be explored further. However, I feel the ability itself is okay. The problem people have with it might lie elsewhere, such as knockdown duration.
 
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