Post by rudybojangles on Jan 21, 2011 18:15:54 GMT -5
Doubtless, people who don't have perks unlocked are at a small disadvantage over people who do. Actually, sometimes it's bigger than you might think. Why not keep the unlock system but implement drawbacks to the perks?
Below are my proposed additions to perk effects. I want the perk to stay the same, but have the drawbacks/benefits/caveats mentioned below. It is what I want, and it is highly subjective, similar to my weapon balance thread I put up a bit ago. Hopefully, this can make Battlefield more fun for more people, but the changes I make below perhaps would be game-breaking. That's why I want to discuss it with you, Denizons.
Mag Ammo: gives you (a) a damage boost at long range but the short-range damage is set to whatever the long range damage after the 1.25x is (think the effects of FMJ on close targets, no bullet tumbling), OR (b) it increases recoil, spray, and spread on the gun (which you may expect if the gun is firing higher energy rounds) by 1.25x as well as the damage.
Body Armor: could make the player hitbox slightly bigger. It should also effect the movement speed (say, -2%) and the raise, reload, and ADS speed (perhaps 2% slower).
Lightweight : the exact opposite effect of the above, but perhaps with more speed and less health by 5%
Extra ammo/grenades/explosives : slow down movement by 5%.
Optics : fine, maybe add a bit of extra ADS inaccuracy. (~5%)
Marksman: should allow you to switch faster on top of the benefits offered.
Extra Range/Faster Heal for medkits: should either make them deplete faster or make it longer for you to wait in-between.
Slugs: Should perhaps not be pinpoint accurate when zoomed, but they are pretty balanced. Longer cock time for pump-action, higher recoil for semi-auto.
Extended Shotgun Tube: Increase the raise time by (5%)
Improved Demolitions: should subtract 1 from the number of explosives you spawn with, besides grenades, unless using extra grenades.
Spotting Scope: should make a barely audible noise that enemies can here when it spots, and perhaps add a small amount of clutter to the scope. But I'd be all for more Wookies using this one.
12x Scope Added idol sway.
V-Perks:
Armor: should slow down movement of the vehicle by as much as body armor does, and perhaps decrease the agility of the vehicle.
Smoke: should only be deployable a certain number of times (say 3) but no cool-down.
Optics: should slow down vehicle reload
Alt Weapon: not so sure about this one
Improved Warheads: Increase Reload Time (5%), Increased vulnerability to C4/Anti-tank mines (25%)
E-Warfare: should make an audible ping like a motion sensor to enemies when they are in range of the radar.
V-Reload: should slow the vehicle by 5%.
LET THE FLAME-WAR BEGIN! RIDE THAT PIG! BALANCE DISCUSSIONS OH NO THIS GUY MUST HAVE NO LIFE TO BE OBSESSED WITH THIS GAME! GO BACK TO COD, SCRUB!
Below are my proposed additions to perk effects. I want the perk to stay the same, but have the drawbacks/benefits/caveats mentioned below. It is what I want, and it is highly subjective, similar to my weapon balance thread I put up a bit ago. Hopefully, this can make Battlefield more fun for more people, but the changes I make below perhaps would be game-breaking. That's why I want to discuss it with you, Denizons.
Mag Ammo: gives you (a) a damage boost at long range but the short-range damage is set to whatever the long range damage after the 1.25x is (think the effects of FMJ on close targets, no bullet tumbling), OR (b) it increases recoil, spray, and spread on the gun (which you may expect if the gun is firing higher energy rounds) by 1.25x as well as the damage.
Body Armor: could make the player hitbox slightly bigger. It should also effect the movement speed (say, -2%) and the raise, reload, and ADS speed (perhaps 2% slower).
Lightweight : the exact opposite effect of the above, but perhaps with more speed and less health by 5%
Extra ammo/grenades/explosives : slow down movement by 5%.
Optics : fine, maybe add a bit of extra ADS inaccuracy. (~5%)
Marksman: should allow you to switch faster on top of the benefits offered.
Extra Range/Faster Heal for medkits: should either make them deplete faster or make it longer for you to wait in-between.
Slugs: Should perhaps not be pinpoint accurate when zoomed, but they are pretty balanced. Longer cock time for pump-action, higher recoil for semi-auto.
Extended Shotgun Tube: Increase the raise time by (5%)
Improved Demolitions: should subtract 1 from the number of explosives you spawn with, besides grenades, unless using extra grenades.
Spotting Scope: should make a barely audible noise that enemies can here when it spots, and perhaps add a small amount of clutter to the scope. But I'd be all for more Wookies using this one.
12x Scope Added idol sway.
V-Perks:
Armor: should slow down movement of the vehicle by as much as body armor does, and perhaps decrease the agility of the vehicle.
Smoke: should only be deployable a certain number of times (say 3) but no cool-down.
Optics: should slow down vehicle reload
Alt Weapon: not so sure about this one
Improved Warheads: Increase Reload Time (5%), Increased vulnerability to C4/Anti-tank mines (25%)
E-Warfare: should make an audible ping like a motion sensor to enemies when they are in range of the radar.
V-Reload: should slow the vehicle by 5%.
LET THE FLAME-WAR BEGIN! RIDE THAT PIG! BALANCE DISCUSSIONS OH NO THIS GUY MUST HAVE NO LIFE TO BE OBSESSED WITH THIS GAME! GO BACK TO COD, SCRUB!