ScrumpyJack
Member
- Joined
- Mar 1, 2011
- Messages
- 53
- Reaction score
- 0
There is a lot of discussion/frustration from the players about the balancing of certain missions and I'm wondering if the guys at Splitscreen are putting too much effort into it.
I was lucky enough to get a few missions today against a lvl 12 (massimo) an we had a good ding dong but from the mission types we had I made the following observations:
1. Transport attack: I just do not do any damage to the transport. None whatsoever even with nitro and full oil on my main weapon. Despite having a great fight with massimo, I put the slightest dent in the HP of the transporter. Conversely when massimo was the attacker on this mission type, his nitro did significant damage to the transport, again he had oil and nitro but at least we could see the HP going down. He did not win of course.. as I am awesome ^^
Conclusion: I would like to see transporters have a simple HP scale, something along the lines of 3 to 5 times that of your own HP. At least that way you have a chance of killing it even if you still have a decent ding dong with the defenders.
2. Hill Defense: The flag HP went down far to quickly, we had 7 minutes of game time left when all the HP had gone. Plus I couldn't get on the hill due to his upgrades.. even with my 20% booster for engine oil he still got to the hill way faster than I could and with similar tanks he always had the upper hand due to range.
Conclusion: Flag HP needs to go down slower for 1v1's. Not had a group mission on this for a while so can't comment on that.
3. Mine Attack: Still way too slow. I had full oil on this and was still going slower than a snail.
Conclusion: set the speed of the attacker to be 20% less than normal. This then gives the attacker a fighting chance of defending himself/herself and if they want to use oil they can get their 20% speed back and go a full speed.
4: Ore Raid: Still go at a snails pace but unlike Mine Attack this is a one way trip so maybe just a straight 50% speed drop once the ore is collected.
I can see why you guys are trying to level out the playing field but we understand that some players have better tanks and better lvl's and that they will have an advantage and rightly so. They have payed or played for it so I wouldn't want to disadvantage them too much. But currently, it just seems to be too detrimental to the best player(s) in the mission.
I think the best solution is to keep it simple, sometimes that's easier said than done and without knowing the workings of the system easy to suggest.
So yes I know it's still beta but this is getting to be a mightily frustrating issue for the players but I'm sure you are aware of that and doing you darnedest to give a really great gaming experience.
Cheers
SJ
I was lucky enough to get a few missions today against a lvl 12 (massimo) an we had a good ding dong but from the mission types we had I made the following observations:
1. Transport attack: I just do not do any damage to the transport. None whatsoever even with nitro and full oil on my main weapon. Despite having a great fight with massimo, I put the slightest dent in the HP of the transporter. Conversely when massimo was the attacker on this mission type, his nitro did significant damage to the transport, again he had oil and nitro but at least we could see the HP going down. He did not win of course.. as I am awesome ^^
Conclusion: I would like to see transporters have a simple HP scale, something along the lines of 3 to 5 times that of your own HP. At least that way you have a chance of killing it even if you still have a decent ding dong with the defenders.
2. Hill Defense: The flag HP went down far to quickly, we had 7 minutes of game time left when all the HP had gone. Plus I couldn't get on the hill due to his upgrades.. even with my 20% booster for engine oil he still got to the hill way faster than I could and with similar tanks he always had the upper hand due to range.
Conclusion: Flag HP needs to go down slower for 1v1's. Not had a group mission on this for a while so can't comment on that.
3. Mine Attack: Still way too slow. I had full oil on this and was still going slower than a snail.
Conclusion: set the speed of the attacker to be 20% less than normal. This then gives the attacker a fighting chance of defending himself/herself and if they want to use oil they can get their 20% speed back and go a full speed.
4: Ore Raid: Still go at a snails pace but unlike Mine Attack this is a one way trip so maybe just a straight 50% speed drop once the ore is collected.
I can see why you guys are trying to level out the playing field but we understand that some players have better tanks and better lvl's and that they will have an advantage and rightly so. They have payed or played for it so I wouldn't want to disadvantage them too much. But currently, it just seems to be too detrimental to the best player(s) in the mission.
I think the best solution is to keep it simple, sometimes that's easier said than done and without knowing the workings of the system easy to suggest.
So yes I know it's still beta but this is getting to be a mightily frustrating issue for the players but I'm sure you are aware of that and doing you darnedest to give a really great gaming experience.
Cheers
SJ