My random list of balance issues

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Liefglinde, June 9, 2011.

  1. Liefglinde

    Liefglinde New Member

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    Thought I'd finally make this. Just a list of things I feel could use a tweak. Feel free to agree/disagree but please do state your opinions. You will probably notice a general trend of wanting damage on things nerfed. I don't typically like increasing damage. Also, please note that just because I main Assassin doesn't mean I don't play the other classes extensively.

    Assault

    ~ Bomb. It's like this magical thing that will find you and ring you out. I have been rung out from one side of Spunky to the other with this thing. I feel like it has far too much damage ability AND ring out potential, not to mention the fact that it recharges before even being used. I think that either the damage or ring out potential should be nerfed. It's ok to have one, but with both it feels overpowered.

    ~ Money ball damage. The Assault is the only class that can kill the money ball from full health with a single juice in OT. The grenade launcher may do a bit excess damage, but it's the bomb damage on the ball that I have an issue with. Being one of the most mobile classes, he really shouldn't be able to do that much damage to the ball.

    ~ Charge. The charge is similar to the bomb in that it does ridiculous damage and has even more ridiculous ring out potential. My opinion on this is the same as that of the bomb. Having both that much damage and that much ring out potential goes too far.

    Assassin

    ~ Cloak. The cloak is both incredibly loud and rather visible from a fair distance. While those are both prices to pay for being invisible at certain distances, my issues lies with the ability to reveal a cloaked Assassin with a single stray bullet, fall damage, or the annihilator. I think it should take more than the slightest amount of damage to reveal the cloak.

    ~ Lunge. When the sword lunge damage was updated, I think it went too far. Gold armored Snipers/Assassins will die to a lunge/face grapple with a sword now, which makes that basically a cheap move. While the dagger lunge needed the damage buff, the sword lunge was fine as it was. Assassin battles are now who can lunge and grapple first. It took more skill than that before the update.

    Gunner

    ~ Jet pack. While one may argue that not everyone claws, the fact remains that it is still an option. Clawing Gunners are very difficult to kill and near impossible to grapple. I strongly agree with the jet pack timer implemented on the PC and would like to see that on the 360.

    ~ Slam. Only issue with this is the whole ground level thing. If the Gunner slams on say, a glass wall, it is unavoidable if you are on the ground even if you jump because he is on higher ground. Don't know if that's intentional, but the slam shouldn't be unavoidable.

    ~ Juiced Mortars. Need I say more? Takes about 4 shots from the juiced mortar launcher to kill a fully overhealed 3.3 Rocket. That's a bit excessive as far as damage goes. It should take more than 2 seconds to kill a $1050 investment, especially if it is being healed by a Support.

    ~ Grapple. Only issue here is that grapple 2 and 3 should be switched. Since that is what the Sniper has, it seems only fair that the Gunner should get ring out potential at grapple 2.

    Sniper

    ~ Explosive Rounds. The Sniper is a precision class, and explosive rounds make it so that the Sniper doesn't have to be accurate. While I understand that this is his only real option to push lanes, it should not do nearly as much damage to players as it does now. The fact that a single shot can kill multiple players because the damage magically multiples based on the number of targets is ridiculous.

    ~ Ice Traps. Not only does the duration of these give the Sniper the ability to land 3-4 body shots on an opponent, it also gives him an incredible amount of crowd controlling ability. He can easily waste an entire juice with just a couple of ice traps. While I don't think the freeze duration should be as short as it is on the PC, it should be shorter than it is now.

    ~ Flak. While it is great on players and turrets, I feel that it could use a slight damage buff on bots. I don't think even a level 3 flak could kill a Blackjack from full health.

    Support

    ~ Firebase. Considering all of it's downsides, the damage/RoF on the Firebase can be considered fair. My issue with it is the speed at which one may be deployed. I feel that the recharge time for the Firebase once it has been destroyed should be increased (as in it should take longer).

    ~ Airstrike. Recharge time needs to be lowered considerably (as in it should take less time). Airstrikes recharge at a snail's pace and significantly take away from the Support's ability in long range combat. It is the only long range tool he has, and as of right now, is not a very viable option. Pre-DLC recharge time was fine.

    ~ Hurt Gun. The range on this could do with a slight nerf, like not being able to stay on an Assassin who has smoke bombed. That's quite a bit of range.

    ~ Shotgun. Gold RoF on the shotgun makes it probably the best close range weapon in the game. I cannot count the number of times I have killed a Tank/Gunner 1v1 because all I do is jump around shotgunning them. I think a slight nerf on the RoF would be in order. That is, when endorsements are applied. The shotgun is slow enough without RoF.

    ~ Juiced Heal Gun. As of right now, using the heal gun while juiced is basically a waste. I see no problem with allowing the heal gun to heal at the same rate that the hurt gun hurts while juiced. This allows for a much more defensive (and occasionally more viable) use for juice.

    Tank

    ~ Death Blossom. One of the most broken aspects in the game. The death blossom provides grapple protection while doing incredible amounts of damage at an extensive range for an extremely short recharge period. While juiced, it one hit kills nearly everything. When combined with charge 3, it is usually an insta-kill without juice. It could do with a damage nerf.

    ~ Charge. Not an issue until upgraded to 3, at which point it does large amounts of damage while also stunning the opponent. Charge 3 is basically a guaranteed kill because the chances of escaping after that are incredibly slim. High damage output, ring out potential, and stunning ability. All seems to be a bit much when put into a single skill.
  2. TehRussBus

    TehRussBus New Member

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    I didn't read all of it. But I did catch the support airstrike part. From what I've seen, the pre-SC DLC airstrike cooldown time was a bit too fast. Maybe a cross between the way it is now and the way it was before.
  3. Foolamancer

    Foolamancer Member

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    I agree on all of this.

    Also agreed.

    And also agreed.

    This I disagree on.

    The Firebase has a base cooldown period of 60 seconds, which drops to 40 and 30 seconds at levels 2 and 3, respectively. While I can see an argument for eliminating the cooldown drop at level 3 - or at the very least reducing it - I don't think the cooldown drop should be eliminated entirely, and increasing the starting value to anything higher than 60 would render it almost useless.

    Again, agreed.

    I think this is more on the Tank and/or Gunner players than the Shotgun. If the Support doesn't ambush them - as in, they see him coming prior to the first shot - then they should be able to kill him. If they don't, he should get the kill, because the Support is only combat-viable as an ambush class.

    Also agreed.

    These I also disagree on, more strongly than the rest. The Tank is a close-range powerhouse. That is his role in the game. It is supposed to be a very, very bad idea to get close to a Tank. It is a very, very bad idea to get close to a Tank precisely because he has Charge and Death Blossom at his disposal. If you remove these (or even nerf them substantially), that's the vast majority of his close-range threat potential removed.
  4. jaysofacton

    jaysofacton Active Member

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    They are all valid observations but every class has something you think should be nerfed so surely they all balance each other out. The only one that I feel needs nerfing is the assault but even then I'd just make his skills take longer to recharge.
  5. Liefglinde

    Liefglinde New Member

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    They really don't balance each other out. As far as the Assault goes, I named a few things that I considered overpowered. For the Assassin, there was only one. Can't say those balance each other out.
  6. jaysofacton

    jaysofacton Active Member

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    But if everything was nerfed it would be a totally different game so maybe just give the assault longer recharges to begin with.
    As for the assassin - I'm sure no-one knows more than you how much lag affects her. Take the lunge-grapple effectiveness away from her & she becomes even more of a class restricted to just bot slaying.
  7. Liefglinde

    Liefglinde New Member

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    It wouldn't be so much a different game as it would be giving every class a little more survivability. My basic problem is everything does too much damage. When a Tank runs around with Charge 3 + Death Blossom killing everything with a 5 second cooldown, that's when I have a problem.
  8. jaysofacton

    jaysofacton Active Member

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    Balanced by his slow movement & slow health regen. But if every class had more survivability the tank would do less damage so the other class would survive but the tank would take less damage in the counter attack & probably still win if up close.
    I don't know what the solution is but hey...we're never going to please everyone.
  9. Liefglinde

    Liefglinde New Member

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    Easy solution, I play Tank until people see my 40 K/D and say it's overpowered :D But honestly, Tank is probably my 2nd favorite class so it's not like I want nerfs because he's the Assassin's counter. Again, these really are my opinions and by no mean are meant to be a general statement of what is and isn't overpowered.
  10. jaysofacton

    jaysofacton Active Member

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    I always find the tank (& gunner come to think of it) get shot to pieces by a half competent assault. One bonus of your pro longevity arguement would be fewer kill streaks so fewer juice chains.
    I'm starting to sound like a troll but I'm really not - I just think the assault needs nerfing. Good points & well made though ;)
  11. That Dutch Guy

    That Dutch Guy New Member

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    i disagree with all of this.

    the game is fine as is, just needs new maps.
  12. TehRussBus

    TehRussBus New Member

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    game...fine...as in...flawless....

    LOLOLOLOLOLOLOLOLOLOLOLOL
  13. WildmanX2k

    WildmanX2k New Member

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    Assault

    Agree with bomb and moneyball damage. Disagree with charge, easy to jump out of the way, plus all of the good assaults rarely use charge as a kill option, so ithat shows that it isn't that effective.

    Do you find assaults flying out of ice traps okay or did you forget to mention it.

    Assassin

    Sort of agree with cloak. I rarely play assassin but being hit by a stray gunner bullet at long range makes you reveal your cloak easily, so I see what you mean.

    Gunner

    Slam should be buffed if anything. You have to make sure you are higher than your opponent to make it work, which isn't always viable (Spunky Cola for example). The only map you can really abuse this is Grenade 3. You also take fall damage as well from slamming from high up, which has resulted in a number of deaths when i'm trying to escape.

    I agree/disagree with jetpack. If he didn't have it/ wasn't able to use it as much, then it would be much harder to fight in a pro-longed gun fight. If anything the assault is harder to assassinate (press Y to be instantly immune to grapples).

    Sniper

    Flakk buff - yes
    Explosive round nerf - Only so that it doesn't count that you deal 3x damage to someone because you were standing near 3 bots
    Ice trap nerf - Only a slight nerf to duration (so if it's 4 secs, make it 3<)

    Support

    Airstrike - Make it inbetween what it was and what it is now.
    Firebase - agree
    Hurt gun - Doesn't really do a lot of damage so I find the range to be fine
    Shotgun - RoF is fine. The amount of supports that run up to me and die before they can fire their 2nd shot is quite funny imo. If you're that close it's probably more viable to ground zero and run. If anything it's overpowered against assassins.

    Juiced heal gun - Agree, as long as it isn't too strong (thinking of a tank being healed by juiced support whilst he destroys a 3:3 rockit.)

    Tank

    Death blossom - Agree, should be able to grapple him whilst he is in the animation.
    Charge 3 - Disagree. It is usually easy to notice and get out of the way. Just dummy him to use it and strafe out of the way / stay still.
  14. That Dutch Guy

    That Dutch Guy New Member

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    I enjoy the game as it is now.

    if I look at the PC updates, most of it I don't want to see on 360. juice balance, ugh. assault nerf, ugh. just throws out all the fun.
  15. KidCahill

    KidCahill New Member

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    I agree with the Assault bomb being a bit o.t.t and the fact they like to jump out of traps is a bit of a cop-out.. but same as jaysofaction i'd say that it's pretty balanced. I mean sure the gunner/tank are powerful up close but thats the class style, but a sniper worth it's salt should be able to keep them in check.
  16. TehRussBus

    TehRussBus New Member

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    This I can agree with
  17. Liefglinde

    Liefglinde New Member

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    Didn't post that because I don't know if it's intentional or not. But if it is intentional, then I will have lost any and all respect for those who balance the classes. There is no balance when one class is able to counter every other one.
  18. korisxx

    korisxx New Member

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