| Issue 19: | Game Imbalances and Errors | |
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It seems like we need a general thread for broken and/or problematic stuff we encounter in development. First up: Homing Lasers. -They're OP because, unlike missiles, you can spam 4-5 of them in a single sequence and set a train of homing targets on an enemy. If we limited it to one burst of many lasers with a long cooldown, as it's seen in our source material, we would see a marked reduction in whorosity without reducing its homing ability or impact damage.
Mar 22, 2010
Project Member
#1
Techerci...@gmail.com
Status:
New
Mar 23, 2010
Next up: Off-Trapar Turning. -It needs to be significantly nerfed or slowed. I can't even make my LFO point where I want it, because one press moves it like 180 degrees.
Mar 23, 2010
excerpt from revision 10 commit log: *slowed down off-trapar turning to about half speed *follow lasers work differently now: they don't charge until you completely empty them, and once they are charging, you can't fire them again until they're fully charged. --- We'll need to test the change to the follow lasers, cause plink doesn't like the idea of a 'burst mode'
Status:
Started
Mar 23, 2010
I belive that a burst mode can be used for another weapon. I just gave it a shot and for some reason my following lasers on the left shoulder would only fire off a single shot, then wait a sec and then re charge. Teh right shoulder acted as it should.
Mar 23, 2010
What's wrong with treating following lasers like missiles in terms of charge? If we allow people to fire them off rapidly, they become game-breakingly powerful. Opponents can use up all their fuel dodging three, only to get speared by a fourth one fired afterwards.
Mar 23, 2010
fixed comment 5 issue in revision 11.
Mar 24, 2010
@Tech They can be fired off rapidly, however they have incredibly short range. If you want to get away from them, boost away for a short while, none of them will reach you. Now with the reload system there is only 5 charges, allowing a large break between laser shots.. Having them fire off all at once sounds like a laser shot gun, which I think we should make a whole nother weapon for.
Mar 24, 2010
The force field that marks the maps limits works great but looks bad, like all that red is just mood killing, I think that it could still serve its purpose if it was not visible. It could give off a warning when hit, along with an effect of some sort. Perhaps even not cause damage.
Mar 24, 2010
How about taking the ceiling down like 300m, then instituting a "warning zone" in that remaining space? If someone gets within 100m of the top, they could stall or what have you and go off-trapar for like 10 seconds.
Mar 25, 2010
there originally was just a warning system, what happend to that Cerebrate?
Mar 25, 2010
it's still there, but it's broken kind of. Everyone sees the 'out of bounds' message when one person goes out of bounds. I guess I could change the bounds thing and try and fix it.
Mar 25, 2010
The warning system is a good step, but we need something with more teeth for people who just don't take the warning. It could range in intensity from slowing or stopping the player all the way up to instant death.
Mar 25, 2010
I'm just going to make it not visible at all, and you can still run in to it, but running in to it won't cause damage.
Mar 25, 2010
done. revision 16: bounds not visible, does no damage.
Mar 26, 2010
that sounds good, lets move on to something else.
Mar 26, 2010
(No comment was entered for this change.)
Status:
Fixed
Apr 2, 2010
(No comment was entered for this change.)
Labels:
-Type-Defect Type-Balance Component-Logic Usability
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