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  • Problems in perks,balance
Problems in perks,balance
Siuker
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#1
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This thread is half of pointing out problems,half of suggestion in my opinion.

Shelter
I think it's still a bit OP,and the favorite one of many players.
While it's better than all other perks,it should be nerfed.Its damage could be reduced to 20% only,or you can't move while using perks.

Mine
It's fine.But I would like the mine damage is reduced a little,because when it is placed in the flag and being unavoidable,you can only deal with it with shelter.While shelter cost 30CD,mine only cost 10CD.

C4
For digging use,it's pretty useless.Uzi works even much better.So it's always use for damaging.
For damage use,it's less useful compared with mine.
Aside from damage(C4 18,mine 25).
CD and the limits are the main disadvantages.

What's the disadvantage of C4?
For CD,not mentioned to 3 sec before you can explodes it,they seem both are about the same.In reality mine is more fexible than C4.After mine explodes,you can place another one,it is used twice and only cost 4 sec(seconds).
Another problem,what do you do when you want to place C4 in a new position?Explode the old one and wait for another 13 sec.
For limits,what's the advantage of C4?You can explode it in manual.But fun fact it is a disadvantage too.
In contrary, it binds you in its view,and you need to pay attention when enemy is around C4.Also you need to choose a good position to trap enemy,you should not give up this C4.If you do,waste 13 sec to place a new one.
So C4 deserves to be raised,may be shorter CD or wider exploding area.


The rest of perks are health pack,ammunition,shield and rage.Before talking them one by one,talk about their common feature,scope affect.

Scope Affect
The advantage of scope affect is anyone inside benefits from it,it's not like shelter only affects on yourself.
Also it hlpes to gangs up teammates so they have strong force against enemy.(This should be greatest benefit)

Then,what are the disadvantages?
As mentioned above,it binds you inside the scope.When you need to move forward,these perks are useless.Hence unless the perk are really useful,there's no reason you should stay still.
Also it's less usefull when there are only one or two teammates.
How useful are the perks itself?It's weak.It only last for 10 sec.And it is also useful to enemy too,you know right?


The following I will introcude a new idea as a suggestion,power of perk owner-the owner of a perk will gains addition power.Keep reading.

Now I talk about perks individually.

Health pack
I think it's the best from other 3 perks.But it's still useless for me in many situations.
Fortresse has 3 modes,VIP,flag and domination.
Except for domination,death is not a big deal,just wait for 5-13 sec and you are alive again with full health and ammo.Health peack is none of the business to VIP anyway(except it will be changed to only heal VIP 10 more to his current hp)
About domination,I don't want to talk,as the domination enviroment is not healthy currently,I will talk about it later in another thread.(Whatever, health pack is actually useful in this mode.)

The power of perk owner for health pack,the owner is able to heal himself for max 20 hp instead of 10.You still need to use twice to heal 20hp.Do you think it's fair?(Although I think it's still weak and probably won't use it.)

Ammunition
No offense but it is really.....it has same faults that health pack has,and even worse.Hp is important to you and always be damaged to 0.But when will you run out of ammo?Rare happen.And you do only with some rapid shooting guns.Also Don't forget you have secondly weapon.However using this perk is not filling clips to full and fast.So why don't I just suicide and fill it full clips and a bonus of full hp?

To balance it,at least the owner of perk can gain 1 clip every 2 second during the perk.Using terrible rapid gun costing a space of a perk to maintain it,which seems fair enough.


The rest are shield and rage,I talk them both,they act similar.
Shield and Rage
First of all,makes them no effects to enemy.With a fashion of Spas,Spas uesr rush in the perk scope and says[thanks for the perk,I will make use of it,goodbye!]*bang bang bang*
And they sometimes can't decide a good position to place it.For example,he has placed a perk,but many enemies are coming and they have to stay back,as a result they leave the perk,the perk even serves the coming enemies.You should have leave a mine instead of other perks,right?

The owner of these two perks should able to gain more power during perk.For rage,the owner gains 25% atk instead of 15%.For shield,the owner gains 40% def instead of 20%,which has the same defense when decking.


To developers,beware of the power of perk owner in code.I can change perks during the fight,the owner power will be changed too.Although the reset of CD should balance it.

What do you think?Agree or disagree?what is needed?

Dernière modification le 1422706620000
+Supergrunt
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#2
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Shelter isn't overpowered, you aren't invincible and can't inflitct heavy damage, rarely you kill more than 1 or 2 players in a SPAS rush.

Mine & C4 damage already reduced around 25, a mine is always avoidable.

If the ammunition act like health pack, it's o.k. , it's too slow.
Jackalpaw
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#3
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What does CD mean? o-o
Siuker
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#4
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jackalpaw a dit :
What does CD mean? o-o

CD stands for CoolDown,an other term is simply seconds.
+supergrunt a dit :
Shelter isn't overpowered, you aren't invincible and can't inflitct heavy damage, rarely you kill more than 1 or 2 players in a SPAS rush.

Mine & C4 damage already reduced around 25, a mine is always avoidable.

If the ammunition act like health pack, it's o.k. , it's too slow.

I think shelter is OP because it's the only perk that affects yourself for a period of time.It's stable than other perks,while you run away from a scope it has no effects.
Hence many ppl use it.May be my bias that though most of the players use shelter,this is the main reason I want it to weaker a little bit.
For practice use of shelter,when two crowds fight,use it and stay at frontline to take all bullets.As a whole,even though I died,enemy side will take full damage and more deaths,worth it.I usually do it and wonder if this is fine?

For mine,I should say I need to remove it indeed hence it's unavoidable.
I,will not touch it for sure.But not for every teammates.I don't know why they still go to the mine and sometimes I get involved,so it's like a time bomb that you don't know when it explodes.If I don't do it,someone will do it.As a whole,we lose some hp.

In other situation,we need to attack a flag through a narrow path,and sure enemy put mines at the path.Except for touching the mine,another way is dig a new path.But it requires heavy digging,probably Uzi.
We should not assume every one have Uzi,when we do,this is not healthy.It means we don't even consider to use other secondary guns,those guns become redundant.
Hence while we don't have good digging ability,what can we do?30CD of shelter to 10CD mine,the ratio 30:10 is just weird.
Again,the main reason I want it be weaker,is simply because many ppl use it.

Overall,I think every weapons,perks should be adopted in average.If one are being used always,it's obvious unfair but not preference.
Jackalpaw
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#5
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siuker a dit :
jackalpaw a dit :
What does CD mean? o-o

CD stands for CoolDown,an other term is simply seconds.
+supergrunt a dit :
Shelter isn't overpowered, you aren't invincible and can't inflitct heavy damage, rarely you kill more than 1 or 2 players in a SPAS rush.

Mine & C4 damage already reduced around 25, a mine is always avoidable.

If the ammunition act like health pack, it's o.k. , it's too slow.

I think shelter is OP because it's the only perk that affects yourself for a period of time.It's stable than other perks,while you run away from a scope it has no effects.
Hence many ppl use it.May be my bias that though most of the players use shelter,this is the main reason I want it to weaker a little bit.
For practice use of shelter,when two crowds fight,use it and stay at frontline to take all bullets.As a whole,even though I died,enemy side will take full damage and more deaths,worth it.I usually do it and wonder if this is fine?

For mine,I should say I need to remove it indeed hence it's unavoidable.
I,will not touch it for sure.But not for every teammates.I don't know why they still go to the mine and sometimes I get involved,so it's like a time bomb that you don't know when it explodes.If I don't do it,someone will do it.As a whole,we lose some hp.

In other situation,we need to attack a flag through a narrow path,and sure enemy put mines at the path.Except for touching the mine,another way is dig a new path.But it requires heavy digging,probably Uzi.
We should not assume every one have Uzi,when we do,this is not healthy.It means we don't even consider to use other secondary guns,those guns become redundant.
Hence while we don't have good digging ability,what can we do?30CD of shelter to 10CD mine,the ratio 30:10 is just weird.
Again,the main reason I want it be weaker,is simply because many ppl use it.

Overall,I think every weapons,perks should be adopted in average.If one are being used always,it's obvious unfair but not preference.

Shelter isn't that OP. In shelter it may be 0-1 hits if peopel shoot you but its also like that if you shoot other people, it's mainly for escaping and kamikazing.
Holistergo
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#6
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I only agree with the c4 perk. I didn't read it through but i do believe that you want it to be buffed. I believe so too, maybe the cd can be lowered.

Although for shelter perk, you say that many people use it and that one person can activate it and stay in frontline taking all the bullets while ur team's bullets hit. Because many people use it does that not mean that the other team can do the same? I once went into a 7 people crowd just to look at how many people there were. Before i had jumped in i activated my shelter. I only stayed in for 4 seconds and already took 40% of my hp.

And for what supergrunt said, you can only kill so little people before dying in a "Spas rush". Usually i can't kill a single person. I think that the mines could have a little tweaking, not a buff or nerf, but change how it works. There is always a counter to everything, shelter perk and hp pack counters mines a c4. Not too many intermediate players know this but if you crouch and hit a mine you would take 15 dmg instead of 25.

Rage and shield perk are fine, it is very effecrtive in crossfires. if you put up a hp, shield, ammo, and rage ur team would have no problem taking down a team with 3 more people. Since they can apply to everyone inside it, its very useful. Game makers were afraid of this so they didn't make it 20% dmg less for shield perk. This would have made it overpowered, You crouch and you gain 40% defense plus shield is 60%. Idk if it works that way but you would obviously gain more defense. There is a reason why they nerfed aug. Although there were more than one reason one of them was becasue of rage. The aug used to deal 4-5 dmg, plus rage would make it almost 5 dmg every shot. which would mean in 8 shots you were dead.

The only reason you would want to stay still is if you are forced to. IF you are trapped inside blocks put up some defense or offense while you try to break the blocks. If an enemy decides to attack you, fight back. It is much more useful in teamfights like i had said before.

Overall i do believe that c4 should be buffed and that we should have something done about mines not nerf or buff a small remake. The balance issue was to prevent everyone from using the exact same gun that was superior to the others. I would appreciate it if the game makers would make each gun counter the other by speed dmg or ammo. I dont wnat it to specifically counter the exact gun but something like, p90 counters a gun like an95 because of its higher ammo and fire rate but it also counters a gun like g36c for same reasons.
Redd3
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#7
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Rage and shield are designed for use by teams.

e.g. individually: 17 + 15% extra attack = 19 or 20. (2 or 3 extra damage)
in a group: 150 + 15% extra attack = 172.5 (22.5 extra damage)

Much more worth using in a group. Shield is obviously the weaker of the two because as members of the team die its firepower and exposure to the enemy team's fire are negatively affected. The shield is the one that needs a bit of a stronger effect.


C4 is definitely underused (long cooldown and low damage) but it's the only perk that actually remains in place for a long time, allowing it to be used instantly at any time, and also used to hide mines. The hidden mines are usually the more devastating parts about C4.

Mines are abused a lot in the flag, and you either just avoid them or find some way to detonate them, that's what the shelter perk is for. However shelter perk is used a lot to protect people when they are about to die prolonging the game or running away as soon as they activate it. Shelter perk's effects should probably be reduced a little; the cooldown and time of effect is perfect but the additional defense is a bit too much.


Health pack is perfectly balanced. I use it personally and it's kept me alive for ridiculous amounts of time. Also designed for use with teams. 10 HP is perfect to cap it off, shouldn't be allowed more than that.


Ammunitions perk unfortunately suffers from a bug where users simply standing in it will only gain 2 ammo clips instead of 3 like they're supposed to. Ammunitions perk restores clips at 1 clip per 4 seconds, the first being restored 1 second after standing inside the scope of the perk.
Unfortunately, it suffers from a bug because the perk itself spits out a mini clip when its deployed, and if the user collects it immediately they will have to wait 8 seconds for the next clip instead of the proper 4.
The user can avoid this bug by running out from the scope of the perk immediately after deployment, run back in to collect 2 clips, and then collect the fallen clip to gain the third clip.
Some users can probably create a farm of mini clips with this perk but it suffers from the risk of the enemy coming in to take everything as well as ppl with high ping who will collect all of the clips at once before it increases their clip count.
Minsunny
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#8
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I wouldn't change a thing: mine and shelter are both OP, they go perfectly well together. I don't care about C4. Health pack and Ammunitions are fine for me the way they are right now.
Shadowwinter
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#9
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A majority of things people think are over-powered in this game can easily be avoided by either a little bit of conjuration, moving out of the way, or just waiting it out.

A majority of things people think are under-powered need to learn how, when, and where to use it considering a lot of it is about positioning.

In hindsight things may look a little over-powered and others a little under powered (which a few things are under-powered, to be honest) but in the end the player with a higher skill cap usually wins.
+Supergrunt
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#10
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siuker a dit :
For practice use of shelter,when two crowds fight,use it and stay at frontline to take all bullets.As a whole,even though I died,enemy side will take full damage and more deaths,worth it.I usually do it and wonder if this is fine?

Me too but sometimes I lose with the team.

+ Ammunition perk, 30 seconds ? lol
Siuker
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#11
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I'm usually a spas user so my bias is usually base on a spas users,when it's actually not a problem in general.And my opinion is....

About rage,shield,health,ammo 4 Perks
I agree,if one day rage and shield perk should be buffed,it's not higher atk and def,15%atk and 20%def should be the limit.I understand the purpose of dev(developer).Through these 4 scope perks,dev is like telling us about teamwork,cooperation.So any buff should affects the team but not himself.

But for me,scope perk is hard to be used efficient and unstable in many situation.
1.Spas
Spas is a counter to scope perk.When there are only 1-3 ppl,I will also enjoy the perk.I rush from below or above if possible,they can't see me.They need some time in reaction to shoot me,it could probably enough for me to kill 1-2 ppl(if not full health).When they start shooting me,I use shelter and keeps high hp.
Then reload Spas no matter how many bullets left,maenwhile conjure around enemies to trap them.If I saw a sniper,build a wall at him and become the last target I need to kill.I will escape to sky if I can,and prepare for next wave.
I would be happy if it's a rage perk.
Of course when there are 4 or more ppl,it's hard and probably suiciding.
At this point I will see if there are always 4 or more enemies.
If yes,it's unbalance and a hopeless war as my teammates are not fighting.

2.mine
If I can put a mine in there with shelter,they are done and the benefit of perk is halved whatever they do next.
3.concentration of teammate
If the perk is placed in air,the benefit is halved,as there are usually less than half of teammates are able to conjure.(different timezone?in my timezone,it's a truth)
4.intelligence of players
Except for flag,if a perk of rage or shield is placed,then enemy can just stay away from it and wait.Hence that crossfires field is flowing which the perk cannot follows.
Also before placing a perk,you should think twice where is the best spot to put.

solfn a dit :
Health pack is perfectly balanced. I use it personally and it's kept me alive for ridiculous amounts of time. Also designed for use with teams. 10 HP is perfect to cap it off, shouldn't be allowed more than that.

I believe you have good decision to decide where to put the health pack,you can make use of it.
But once,one enemy using health pack,I killed him with spas.I grab his bandages and enjoy the healing.It's not a good taste when he saw how shameless am I to make use of it.

(I will consider rage or shield perk,if they follows where the owner moves....)

Whatever,all these 4 perks should be useful when zombie mode comes.They are valuable,I can probably image that.


Mine
holistergo a dit :
about mines not nerf or buff a small remake.

solfn a dit :
Mines are abused a lot in the flag

Suddendly I have a thought,you can only place mine when there is no enemy within xx pixel area.That prevents you put a mine aggressively but a more passive way.Then,C4 has its unique advantage.
It's also reasonable,I saw where an enemy put a mine,I can shoot it or just do something to detonate it in reality,is it?

Besides,another idea is,decking and put C4 as a result placing a new one directly.Hence I don't need to waste time to explode the old one and wait 13CD. Simply putting C4 with no action remains unchanged.

I think in future,when any perk should have different use like C4 or other new perks ,player can also use decking to indicate another use of the perk.

solfn a dit :

C4 is... also used to hide mines. The hidden mines are usually the more devastating parts about C4.

ha...Once I have full health and died instantly by just a C4,what?
Now I have to say
Is it a hacker?
Is it a lagger?

No,It's MINE AND C4!


shadowwinter a dit :
A majority of things people think are over-powered in this game can easily be avoided by either a little bit of conjuration, moving out of the way, or just waiting it out.

I understand the power of conjuring,this is the feature that make this game outstanding and unqiue.But the problem is the awareness of conjuring for public.Conjuring affects the whole gameplay,and everyone should use it.(and is one of the question I want to talk in another thread)

I will be so touching if a few of my teammates are able to conjure,but in my timezone they don't.
Sometimes the flag is in the sky,there are 3-4 enemies coming to the flag.After I died,I count how many lines of conjuring dots from base to flag.It's a single one.
I changed room with no doubt!

Dernière modification le 1422800460000
Epicsouris
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#12
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Shelter is best for placing C4 at campers. It makes you invulnerable to lots of damage. (Shelter+C4, Mine+Shelter)
In summary to your post, if you combo some of the perks, they can formulate deadly plans and can ultimately win the round for you.
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