Suggestion for class balancing
Posted: 2006-05-25 23:19
Hi everyone, let me first say that this mod is great and I was waiting for an online experience like this for a long time.
Now, if you don't mind, I'm going to share my thoughts about the mod's class balancing system. These are just ideas, I hope you don't mind the long text...
1. Assault - It's fine the way it is. I would only reduce his ability to move silently. In both vBF2 and PRMM all classes move with no sound (yes, you can hear your footsteps, but other players can't), even when running. This should be reserved to Special Forces and Snipers. To compensate that, I would slightly increase his speed and breath, after all he's a trainned soldier and even I, not beeing a soldier, can run longer than him =). Furthermore if you saw a grenade falling next to you in real life you'd run faster than that, no matter how tired you were. Basically he's the standard soldier and should be able to move fast (while not completelly silent, unless he's carefull and slow, maybe crouch walking) to attack enemies. He also doesn't resupply others because he carries enough weigh already. Players can get what they need from vehicles, which was an AWESOME idea.
2. Support - It's not fine the way it is. He's supposed to be the big guy with a big weapon mounted somewhere safe to unleash hell at the enemy. Not an Assault class. He would be very slow moving (kinda like HWGuy in Team Fortress) and noisy becouse of all those belts he's carrying. He won't give his ammo to his fellows because he needs it.
3. Special Forces - It's fine. I would only increase his bombs (very powerful C4, claymores and mines) and downgrade his M4 to a silenced MP5. This would prevent players from using it as combat regulars (as they are doing right now). If you want combat, choose the Assault. Also, the Spec has no vest, but moves very silently, fast and has a long sprint. He will be extremely well camoufled and he will loose his ridiculous red hat, in order to work behind enemy lines.
4. Medic - It's fine but I would I would remove his healing medkit. It's frustrating when the guy keeps firing at you because he has a medic behind him holding his instant healing magic box and you don't. Than you die despite you hit him first. To stop from bleeding, players will bandage themselves during which they will drop their weappons (Action Quake 2 style, which you may find strange but is realistic) and will not be able to sprint. Another option, even more realistic, is to have another player, also with guns down help you to get done much faster. Of course he would be for some serious points in teamwork.
5. Engeneer - You guys are going to kill me, but I'll say no engeneers. There's no point since militar engeneers are supposed to work on bridges, pieces of equipment and stuff like that which takes time. They don't fix tanks while in combat. As with medics, its frustrating when the enemy tank holds a lot more damage than you because it has an engeneer behind it with his magic wrench. It's even more ridiculous when the engeneer is in another vehicle.
6. Sniper - Nothing to add here. Maybe no grenades and a more accurate aim?
7. AT - No suggestions here.
Weappons balancing - People (myself included) are changing to Support class to score kills because currently he is the unrealistic ultimate soldier, substituting the Assault class. But the Assault class has the assault rifle, which is more accurate and lighter to manouver, thus he should win most encounters unless the Support is already prone (or resting his weappon on a low wall or another object) in the right place waiting for the Assault. I would solve this problem changing the damage system to one shot one kill in the torso or head, unless it's pistol (or submachinegun) against vest, which would take several hits to kill. Now the Support may release his shower of bullets, because the Assault will hit with first shoot and he will not. Yeah, in real life the first shoot is everything, because it's enough to kill or neutralize, no matter if it's rifle or pistol. Now shots to other body parts will result in bleeding, the amount of which will depend on the round caliber. Fifties and bigger will kill or neutralize wherever they hit. There should also be penetration differences and rifles and bigger going trough wall and people.
Thats all, thanks for the patience on reading this... Please give your oppinion on what I wrote...
Now, if you don't mind, I'm going to share my thoughts about the mod's class balancing system. These are just ideas, I hope you don't mind the long text...
1. Assault - It's fine the way it is. I would only reduce his ability to move silently. In both vBF2 and PRMM all classes move with no sound (yes, you can hear your footsteps, but other players can't), even when running. This should be reserved to Special Forces and Snipers. To compensate that, I would slightly increase his speed and breath, after all he's a trainned soldier and even I, not beeing a soldier, can run longer than him =). Furthermore if you saw a grenade falling next to you in real life you'd run faster than that, no matter how tired you were. Basically he's the standard soldier and should be able to move fast (while not completelly silent, unless he's carefull and slow, maybe crouch walking) to attack enemies. He also doesn't resupply others because he carries enough weigh already. Players can get what they need from vehicles, which was an AWESOME idea.
2. Support - It's not fine the way it is. He's supposed to be the big guy with a big weapon mounted somewhere safe to unleash hell at the enemy. Not an Assault class. He would be very slow moving (kinda like HWGuy in Team Fortress) and noisy becouse of all those belts he's carrying. He won't give his ammo to his fellows because he needs it.
3. Special Forces - It's fine. I would only increase his bombs (very powerful C4, claymores and mines) and downgrade his M4 to a silenced MP5. This would prevent players from using it as combat regulars (as they are doing right now). If you want combat, choose the Assault. Also, the Spec has no vest, but moves very silently, fast and has a long sprint. He will be extremely well camoufled and he will loose his ridiculous red hat, in order to work behind enemy lines.
4. Medic - It's fine but I would I would remove his healing medkit. It's frustrating when the guy keeps firing at you because he has a medic behind him holding his instant healing magic box and you don't. Than you die despite you hit him first. To stop from bleeding, players will bandage themselves during which they will drop their weappons (Action Quake 2 style, which you may find strange but is realistic) and will not be able to sprint. Another option, even more realistic, is to have another player, also with guns down help you to get done much faster. Of course he would be for some serious points in teamwork.
5. Engeneer - You guys are going to kill me, but I'll say no engeneers. There's no point since militar engeneers are supposed to work on bridges, pieces of equipment and stuff like that which takes time. They don't fix tanks while in combat. As with medics, its frustrating when the enemy tank holds a lot more damage than you because it has an engeneer behind it with his magic wrench. It's even more ridiculous when the engeneer is in another vehicle.
6. Sniper - Nothing to add here. Maybe no grenades and a more accurate aim?
7. AT - No suggestions here.
Weappons balancing - People (myself included) are changing to Support class to score kills because currently he is the unrealistic ultimate soldier, substituting the Assault class. But the Assault class has the assault rifle, which is more accurate and lighter to manouver, thus he should win most encounters unless the Support is already prone (or resting his weappon on a low wall or another object) in the right place waiting for the Assault. I would solve this problem changing the damage system to one shot one kill in the torso or head, unless it's pistol (or submachinegun) against vest, which would take several hits to kill. Now the Support may release his shower of bullets, because the Assault will hit with first shoot and he will not. Yeah, in real life the first shoot is everything, because it's enough to kill or neutralize, no matter if it's rifle or pistol. Now shots to other body parts will result in bleeding, the amount of which will depend on the round caliber. Fifties and bigger will kill or neutralize wherever they hit. There should also be penetration differences and rifles and bigger going trough wall and people.
Thats all, thanks for the patience on reading this... Please give your oppinion on what I wrote...