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View Full Version : Update 02-Feb-2009 - Ballance tweaks and fixes


berserker
02-02-2009, 01:59 PM
http://www.gunrox.com/img/news/ice-bg.jpg

+ perks and skills related to mines were dropped
+ added background in Ice Valley
+ changed sound of Jackhammer and Neostead
+ added sound while shooting through bushes and wood
+ decreased stun value for some melee weapons, from: 15% - 20% - 25% - 30% - 35% down to 15% - 17% - 20% - 22% - 25%
+ decreased poison on Machete from 30 down to 25
+ damage resistance and armor now in reality more close to nominal % value and damage resistance perk now gives +2% instead of +3% but this new 2% has more effect than old 3%, turtle/shelter now give 3% / 5%
+ fixed: failure to spawn P90 ammo in Ice Valley
+ now equipment bonus on startup depends on actual items you have on start (7% per ammo pack/binoculars; 15% per weapon/armor; 10% per trap or medikit; +7% per each equipped unit) - not greater than +150% total
+ in long battles (over 1 hour) experience is slightly increased

Late
02-02-2009, 02:24 PM
+ added sound while shooting through bushes and wood


This and the visual effects are a nice addon, I like.


+ decreased stun value for some melee weapons, from: 15% - 20% - 25% - 30% - 35% down to 15% - 17% - 20% - 22% - 25%


Why another nerf for batmen? Have you noticed they miss a lot too because the accuracy of the bat line weapons is really bad? stun and blind grenades still remain un-nerfed. Seems to me the stun and blind nades make the biggest affect in fights these days, and so its boring because everyone have to use them to at least stay even. Not very good game mechanic then.



+ damage resistance and armor now in reality more close to nominal % value and damage resistance perk now gives +2% instead of +3% but this new 2% has more effect than old 3%, turtle/shelter now give 3% / 5%


So was the actual game mechanic changed at all or did you just update the description? :D :p


+ now equipment bonus on startup depends on actual items you have on start (7% per ammo pack/binoculars; 12% per weapon/armor; 10% per trap or medikit; +7% per each equipped unit) - not greater than +150% total


Lets see, 1 gun, ammo pack and armor on each unit = 3*(7+12+12+7) = 114 So this means a penalty to experience in most games from now on. You really need to have lots of gear on to get the basic amount of xp, and even with the old system it took a loong time to get to the next level, oh boy.. I think you should boost the benefits you get from winning games, because in tight matches you end up with much less gear than you started with, even if you win.

berserker
02-02-2009, 02:27 PM
Lets see, 1 gun, ammo pack and armor on each unit = 3*(7+12+12+7) = 114

Are you kidding? You play only with pistols?

onetower
02-02-2009, 02:35 PM
+ in long battles (over 1 hour) experience is slightly increased

this is very interesting to all who love MEGA :)

Late
02-02-2009, 03:14 PM
Are you kidding? You play only with pistols?

It was just an example to show that even if you do start with some guns you get an xp penalty and that you need to have lots of gear on in each game.

R22du
02-02-2009, 03:29 PM
Second nerf for melee allready? Seriously, now its seems grenades for secondary is much useful than melee so why not drop melee perks and skills also? It really is a big difference if you can stun him to ~40% stun or ~60% stun.

michielh3
02-02-2009, 04:00 PM
I wouldn't mind the melee nerf , if it was made constant , but I still find that only about 2/3 hits does actual stun with melee ..

On the other side , it is good that they are changing a lot of stuf to make the game a bit more balanced again :D

lil_god
02-02-2009, 04:32 PM
+ decreased stun value for some melee weapons, from: 15% - 20% - 25% - 30% - 35% down to 15% - 17% - 20% - 22% - 25%

man it seems always i am about to get the other stun gap i am staying 20%
it sux
but the prob is, what will i take insted?? shotgun?!?!?!
dont like them prefer stun, but u think you just over react with the decrise
2% every time + accrucy = to much points of skill and time that not sure it worth it :( maybe consider incrise the accrucy or 4% every gap or higher dmg, just dont leave it this way
just aint fair for thos who invest

berserker
02-02-2009, 05:01 PM
Guys, calm down, as you can see those nerfs do not have that big impact on lower stun weapons, they mainly impact higher ones (Hammer and Spanner). How many of you are able to use at least Spanner? I guess not many cause if you do you could easily see how overpowered high-level stun weapons are.

When we played on your level (10-20) all weapons were ok, but when we reached ~30 we've noticed new flaws in design. Therefore we are fixing it and will be fixing once we will find new flaws. Once we will done fixing melee we will drop it, however I still think melee is still too good.

Red_Ranger
02-02-2009, 09:11 PM
What about the damage resistance change Berserker? I get that you dont share the formulas and all, but can you tell us if now resistance will be more effective, less effective, or there was no change??

As for the melee nurf, I dont care for it all that much, even though I have a melee user. Seems pretty ok, so my pipe will do 17% stun instead of 20, big deal, i barely use it anyways..

Now, after all these nurfs, would someone please nurf the flash grenades allready?!!?! 10 grenade skill to make an opponant pretty much useless for 2 turns, how does that seem balanced, and a 20% stun pipe doesnt??

Late
02-02-2009, 09:43 PM
Since you made the exp penalty a variable, how about showing it in the equipment screen too? This way you dont have to make a game and come back again just for checking how much you still need.

unit-x
02-02-2009, 09:43 PM
the melee nurf im fine with, got no melee users anyway
the sound of shooting through bushes/wood is ok, but i liked shooting in secrey :p
the dmg res change i dont quite get, im thinking theres no change but what does "nominal value %" mean? lowest dmg res % is now up?

berserker
02-03-2009, 08:58 AM
What about the damage resistance change Berserker? I get that you dont share the formulas and all, but can you tell us if now resistance will be more effective, less effective, or there was no change??


Damage resistance, both armor and perks will be more effective... At least this is what I am trying to achieve cause on level 30+ when better weapons become available death comes more instantly.

maoroam
02-03-2009, 01:04 PM
+ perks and skills related to mines were dropped


what does that meen?
no more mines ?
what will hapen to my men i can reset?

HomeRnDrby1
02-03-2009, 02:58 PM
Mines are still there, it's just that your skills have been dropped and perks have also been dropped in trap related categories.

Late
02-04-2009, 12:41 AM
about melee weapons, why is it that stunning melee weapons dont always do their full amount of stun?, for example my pipe just did a 7% hit (should be 17%) and the target had metal armor on, and no stun resistance perks. poisoning melee weapons always do the advertized amount when you hit, unless you scratch and then its no poison at all.. But stunning melee weapons can forget to stun even with good hits.

HomeRnDrby1
02-04-2009, 03:12 AM
That would be a known bug at the moment. We're working on it, but it's something we are currently going to have to live with for awhile...

berserker
02-04-2009, 04:48 PM
As far as I remember what astor said, it's only a visual bug, in reality they do constant amounts of stun.

asher
02-04-2009, 06:24 PM
Is something wrong with the update? My computer gets stuck when trying to download it...

michielh3
02-05-2009, 06:38 AM
As far as I remember what astor said, it's only a visual bug, in reality they do constant amounts of stun.

I've seen people get hit by a pipe twice , without seeing stun , and then still be able to fire 3 shot with a 4ap weapon ..

Seems he either has 3x stun protection , or the stun just doesn't work ..

Late
02-05-2009, 07:03 AM
maybe the enemy shooting 3 times was also just visual :D

astor
02-05-2009, 07:18 AM
I've seen people get hit by a pipe twice , without seeing stun , and then still be able to fire 3 shot with a 4ap weapon ..

Seems he either has 3x stun protection , or the stun just doesn't work ..

When "scratch" happens, stunning doesnt work, it is feature, not a bug

Dewdundency
02-05-2009, 12:35 PM
Actually - in virtually every other fight - I strike my opponent with my crowbar for a full 30 damage and there was absolutely no stun... (opponent was not capped at 90%) - It is odd, but I do believe that it is more than a visual error. This is why i reported the error a couple weeks ago, for Astor to look at. Other times there is a partial stun in effect (if this is a visual error, why then is the opponent only partially stunned his next turn?).

Late
02-05-2009, 01:05 PM
Actually - in virtually every other fight - I strike my opponent with my crowbar for a full 30 damage and there was absolutely no stun... (opponent was not capped at 90%)

This happens every time I try stun line weapons.

luke1976
02-05-2009, 01:59 PM
This happens every time I try stun line weapons.


yes i`ve seen this in many games where first hit with bat etc has hit and done dmage but no stun.

Golota
02-05-2009, 02:27 PM
I confirm all reports abt. stun problem. You hit with no scratch, with normal damage, but there is no stun on opponent unit. I have checked it just yesterday - good hit, no stun :-(
(both visual and "real" ;-)