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MB2 is balanced around knockdowns (Concussion blobs, concussion grenades, SBD and Jedi slap, Deka repulse, and more). Most knockdowns require skill or smart positioning to obtain: Concussion blobs require you to directly hit targets with a slower projectile, concussion grenades require good timing and can be pushed, and slaps and repulse have extremely short range, making them ineffective in most firefights without some sort of gap closer or positioning advantage.
However, what stands out is Sec-Nade, or Alt-Frag. An instant knockdown on all but Wookie, Deka, and SBD (and even then SBD can be knocked over with Alt-Frag if ioned by clone), against classes without quick getup it spells nearly certain death in 1v1 scenarios, not to mention its power when supported by a Jedi or snipers that can instagib downed classes. It doesn't require a direct hit, has a good range, and against soldiers, ETs, clones, mandos, bhs, and heroes, it almost always swings the fight in favor of the person who secnades first, since it grants free shots against an immobilized target.
You might think that there is a similar problem with concussion blobs or concussion grenades, but the thing is that alt-frag is much more difficult to counter. Fast classes such as bh or hero can strafe faster than most clones can blob them with, and even slow classes like soldier can survive blobs by strafing and crouching erratically. Concussion grenades have fuses that allow you to know when it might be thrown, allowing you to dodge if you have good timing and positioning. However, secnade can be thrown at any time after being charged up and detonates instantly with an area of effect, so as long as the person carrying the nade aims in the general area of the player, they will score a knockdown.
The thing about balancing MB2 is: Do we want every ability to have a counterplay if the opponent is skilled/smart enough? In my opinion, yes. Assuming a level playing field, every ability ought to have at least a limited counterplay. Push and Pull have walk and crouch, grenades have push, etc. However, alt-frag destroys that balance since against most classes, taking a shot or 2 doesn't matter as long as you hit the secnade, there is no timer to use to time pushes or dodges against it, and dodging it is extremely difficult at mid-close range, meaning that there is almost no counterplay against it in a straight firefight, and against people who corner camp with a secnade, there is no counterplay besides being a wookie, dexterity 3 arc, or a jedi with quick getup.
What if crouch negated the secnade knockdown? This introduces a skilled counterplay at range, so that players with good reflexes or cautious players could negate the possibility of being instagibbed by alt-frag, This allows counterplay to corner camping instagib Sec-Nade, and introduces more mindgames between Jedi v Gunner since the Jedi could now advance at no risk while crouching at the cost of being an easy target to be shot at by teammates. Additionally, it makes quickthrow level 2 more worth investing in since you can threaten to secnade while being able to fire, a powerful combination. If necessary, a short (~0.3 second) stagger on crouching opponents when secnaded could be added, just long enough for the user to switch weapons, could be applied.
In general, counterplay in MB2 should be balanced around skilled gameplay, not around players who decide to camp corners for minutes at a time for free kills. This would enhance gameplay and make it more rewarding and proactive to play against secnade spammers.
Edit: Another suggestion was also made to make secnade work like current concussion grenades (with a timer), and to find a new nade for soldiers.
However, what stands out is Sec-Nade, or Alt-Frag. An instant knockdown on all but Wookie, Deka, and SBD (and even then SBD can be knocked over with Alt-Frag if ioned by clone), against classes without quick getup it spells nearly certain death in 1v1 scenarios, not to mention its power when supported by a Jedi or snipers that can instagib downed classes. It doesn't require a direct hit, has a good range, and against soldiers, ETs, clones, mandos, bhs, and heroes, it almost always swings the fight in favor of the person who secnades first, since it grants free shots against an immobilized target.
You might think that there is a similar problem with concussion blobs or concussion grenades, but the thing is that alt-frag is much more difficult to counter. Fast classes such as bh or hero can strafe faster than most clones can blob them with, and even slow classes like soldier can survive blobs by strafing and crouching erratically. Concussion grenades have fuses that allow you to know when it might be thrown, allowing you to dodge if you have good timing and positioning. However, secnade can be thrown at any time after being charged up and detonates instantly with an area of effect, so as long as the person carrying the nade aims in the general area of the player, they will score a knockdown.
The thing about balancing MB2 is: Do we want every ability to have a counterplay if the opponent is skilled/smart enough? In my opinion, yes. Assuming a level playing field, every ability ought to have at least a limited counterplay. Push and Pull have walk and crouch, grenades have push, etc. However, alt-frag destroys that balance since against most classes, taking a shot or 2 doesn't matter as long as you hit the secnade, there is no timer to use to time pushes or dodges against it, and dodging it is extremely difficult at mid-close range, meaning that there is almost no counterplay against it in a straight firefight, and against people who corner camp with a secnade, there is no counterplay besides being a wookie, dexterity 3 arc, or a jedi with quick getup.
What if crouch negated the secnade knockdown? This introduces a skilled counterplay at range, so that players with good reflexes or cautious players could negate the possibility of being instagibbed by alt-frag, This allows counterplay to corner camping instagib Sec-Nade, and introduces more mindgames between Jedi v Gunner since the Jedi could now advance at no risk while crouching at the cost of being an easy target to be shot at by teammates. Additionally, it makes quickthrow level 2 more worth investing in since you can threaten to secnade while being able to fire, a powerful combination. If necessary, a short (~0.3 second) stagger on crouching opponents when secnaded could be added, just long enough for the user to switch weapons, could be applied.
In general, counterplay in MB2 should be balanced around skilled gameplay, not around players who decide to camp corners for minutes at a time for free kills. This would enhance gameplay and make it more rewarding and proactive to play against secnade spammers.
Edit: Another suggestion was also made to make secnade work like current concussion grenades (with a timer), and to find a new nade for soldiers.
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