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Siege Feedback - Balance and other suggestions

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  • Siege Feedback - Balance and other suggestions

    Hello, I'd like to share with you my thoughts, suggestions and feedback about this new gamemode. What do you think? Did you try this new gamemode?

    Firstly, I'd like to talk about some balance issues I encountered, especially on the Monster side. The monsters are placeholders and their design could change in a moment or another, since there's even the possibility of an usage of the classic monsters models the community is working on right now. The issues I noticed about the monsters are (at Masterful difficulty):
    • It's really hard to get inside the troop of monsters, which blocks player's initiative to experiment new ways to attack mobs. Currently, the only convenient choice is staying in front of the wave. If a player wants to penetrate their barriers, trying a more direct approach, probably this could lead into a death. You can watch this piece of video (4:56 - 9:15) if I didn't express myself clearly.
    • The Flame Minion is a nightmare... Really, I'm afraid of it! Its flame thrower works as a link gun's beam with a slower rate of fire, higher damage and range... and in my personal opinion it's too much powerful. It even makes you explode into pieces!
    • The Bio Minion tends to spam a lot on the ground, in my opinion more than it should do. I don't know if this is an intentional design choice, but I can't dodge other projectiles from other monsters correctly because there's an incredible amount of GES which obstructs the floor.
    • I think you should decrease the minions' health fom 90 to 85, to allow players to kill them with a single, fully charged Lighting Gun shot. It's quite frustrating to notice that a minion can survive with only 5HP after a fully charged shot...
    • I think the current iteration of what should be the Gasbag (I actually don't remember its current name) shouldn't grab the flag since its role is a sort of air support. It is also anti aesthetic, too.
    There are also some issues with mechanics in general which should be annotated:
    • The current way to select an Ability is really, really slow. The way to toggle the mini-menu is confusing as well. A solution could be the implementation of something similar to the current weapon wheel: keep pressed the Ability button to toggle the Ability wheel, moving the cursor over the several Abilities.
    • In my opinion, the loading circle for the Abilities should appear also in the mini-HUD.

    So, what do you think about these points?
    Last edited by rapfamily4; 04-21-2017, 06:22 AM. Reason: Added new issues

    -Luigi Rapetta
    (rapfamily4)

    My projects list:
    Unreal Monsters | Armor Pickups | Dispersion Pistol for Invasion | Fusion Cannon - a Flak Cannon variant

  • #2
    I updated the first post of the thread with new things related to the monsters and HUD.

    -Luigi Rapetta
    (rapfamily4)

    My projects list:
    Unreal Monsters | Armor Pickups | Dispersion Pistol for Invasion | Fusion Cannon - a Flak Cannon variant

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