The berserker killer -> RE: Fatigue (7/23/2014 12:58:57)
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Hey guys, sorry it took me so long to reply...,I love your comments! I was just throwing ideas out there but it really looks like you guys like the idea. Well I really had two ways that this might work. The first way is really just % based and I'll try to explain it but it might get confusing. The second way will be implementing a "Stamina" bar that will be visible to all players. I love the latter but I will try to explain the first.... First way @exploding penguin: Yes, that is what I initially had in mind when I typed up this thread. I saw that alot of people were complaining about the spammable Strike Button and delivering over 560 primary damage with no cool down whatsoever and since the idea of putting a cool down on strike is debatable then I created this as an alternative. So yes, fatigue should really just affect your primary weapon HOWEVER fatigue should have a standard decreased percentage because, logically speaking, you're taking hits an entire match. After all, doesn't take much energy to fire a gun or an aux. @Deathguard: As far as %s goes I can not say anything in full confidence because I really just play the game. I'm not a huge analyzer with % knowledge on new/upcoming skills/ideas that may be implemented. If I were to offer my opinion though then I would say that the more Primary Str you have the greater you are affected by the fatigue since you are swinging with such force. @Remorse: I like that idea! I'm not really good with %s so I try to not get in to stuff like that when it comes to balance but I that doesn't look bad. I like 10% of your weapon dmg, but what's the base damage or do you like the idea of the base damage having no limit too? Either way, 450 primary strike won't hurt anyone. @Mother1: Yea your post is the one I saw that led me to think of an alternative. Fight Scenario ROUGH example: Player 1 has 450 Primary Str, Player 2 has 570 primary strength. Now if these 2 players were to strike the entire match then Player 1s primary damage would decrease by about 6 points a round and gain 2 points every round he does not use strike. Player 2 on the other hand will lose something like 12 points a round on his primary and gain 4 for every round he does not strike. This is just an example of how I would make it and honestly I think it would be an amazing feature for medic if it restored fatigue back to normal or at least 50% of fatigue. Fatigue points are based off of your normal str so if it began taking 12 points then it will continue taking 12 points throughout the remainder of the match if you were to strike for an entire match. Really simplified second way I would go about implementing fatigue (Recommended): Have a Stamina Category implemented right under Focus. Your stamina increases with Support and it affects how much your primary weapon damage will decrease by however it decreases by you Physically moving across the screen (strike, double strike, zerk, massacre, cheap shot, assimilation etc) and by you taking hits. Someone with minimum support in a 2v2, in my opinion, will last maybe 3 rounds until strike becomes completely useless. Someone with 50 support might last 15 rounds so the stamina gauge will be steep. When the match starts each player can see the other players stamina gauge, medic will replenish 50% of the stamina gauge, the less support you have the faster your primary str depletes (no limit)... once again, I suck with numbers but this is a place where we can all talk about ideas together to reach a consensus
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