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Author Topic: Nerf running buff walking  (Read 2408 times)

avv

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Nerf running buff walking
« on: January 14, 2011, 01:13:50 pm »

This should make combat more interesting.

Every time you choose to run, your aps are reduced to zero. When you start walking, your aps are halved.
It'd also be better if ap regen was faster for low ap players, it's pretty unfair that in addition to having high ap the ap regen is also faster.
What good would this do?

It reduces the effectivity of high damage & high ap cost weapons such as snipers, miniguns, plasma rifles and rockets but buffs fast shot low dmg guns. In addition it provides some strategy to moving and fixes certain retardness in pvp. For example if a dude shoots me and I don't manage to shoot him before he's behind a cover I can just go after him with fulls aps because he has low ap and can't shoot me. I can freely chase him and burst him from point blank.
This would encourage camping as raw version but there are ways to fix that aswell.

On this basis shotguns and pistols could be made more useful. For example shotguns could pre-regenerate 1 aps during running and 2 during walking, aswell as pistols.
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Sarakin

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Re: Nerf running buff walking
« Reply #1 on: January 14, 2011, 02:27:48 pm »

As you said, this would encourage camping and whole combat would be slow-paced. Defender wont be able to respond to any attacks, because attackers will flee immediately after.
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avv

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Re: Nerf running buff walking
« Reply #2 on: January 14, 2011, 02:51:25 pm »

As you said, this would encourage camping and whole combat would be slow-paced.

If aps regened faster, it'd help on that matter. But sure, defenders would have the advantage because they would have more aps compared to attacking (moving) players. There are ways to fix it, but it just requires additional features. I just didn't want to write them right away to keep the message shorter.
Ways to fix camping:

- Forced fire with aoe weapons, you can flush out campers.
- Turning takes aps that must be generated before the action takes place. 2 to the sides, 3 to the rear.
- Players have even less Fov to the rear and sides encouraging flanking stationary players.
- Aimed shots with any gun must regen one or two aps before shooting.

Quote
Defender wont be able to respond to any attacks, because attackers will flee immediately after.

Yes they can if they just know where the enemy is coming from. With incoming autoaim feature the clicking wouldn't be so problematic (depending how it even works).

In addition defenders are the ones with most aps since they are stationary.
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Crazy

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Re: Nerf running buff walking
« Reply #3 on: January 14, 2011, 04:00:29 pm »

Having more static game is not good IMO.
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Sarakin

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Re: Nerf running buff walking
« Reply #4 on: January 14, 2011, 04:16:15 pm »

Your solutions are pretty complicated, I doubt they would be applicable in near future. On the other hand, I agree that walking should have some benefits, but I think we need different approach. Like implementing stamina bar from D2. Or promoting walk feature more f.e. with less visibility (making less noises, less erratic movements) / higher AC.
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avv

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Re: Nerf running buff walking
« Reply #5 on: January 14, 2011, 04:55:59 pm »

Having more static game is not good IMO.

Actually if flanking and rear attacks were supported more, the gameplay would be even more fast paced and tactical because groups would have to mind all directions and try to attack their enemies from the least guarded direction. If the enemy knows to expect you, they will strike you hard withthe prepared aps from stationary position, reduces the effectivity of bumrushing.

Your solutions are pretty complicated, I doubt they would be applicable in near future.


You know simple fixes fixes just may not exist in this matter. Our pvp lacks strategic elements, the actions available as default are running and attacking. If I suggested crouching and prone positions, they wouldn't be any less complicated but still would make sense.

Quote
On the other hand, I agree that walking should have some benefits, but I think we need different approach. Like implementing stamina bar from D2. Or promoting walk feature more f.e. with less visibility (making less noises, less erratic movements) / higher AC.

Your solutions aren't less complicated, no offense. Stamina would make group managing harder because chars with low stamina would lag behind. In the end, what purpose would it even serve if certain players couldn't run nonstop? It would too slow down gameplay because players had to stop and rest but without tradeoff. If running took your aps, the tradeoff is that when you run, youre fast but unprepared.

What comes to walking silently, first we should be able to hear players behind walls fallout tactics style, and even then then the original suggestion wouldn't cross with that idea. The reason why a walking player would have more aps is that he is more prepared than a running dude.

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LagMaster

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Re: Nerf running buff walking
« Reply #6 on: January 14, 2011, 05:54:26 pm »

NO

i think if we put an AP regen on the walkers this will be good
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avv

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Re: Nerf running buff walking
« Reply #7 on: January 14, 2011, 05:55:40 pm »

NO

i think if we put an AP regen on the walkers this will be good

This would make snipers overpowered because they could fire a shot and keep walking away.
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Sarakin

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Re: Nerf running buff walking
« Reply #8 on: January 14, 2011, 06:14:11 pm »

Stamina would make group managing harder because chars with low stamina would lag behind. In the end, what purpose would it even serve if certain players couldn't run nonstop? It would too slow down gameplay because players had to stop and rest but without tradeoff. If running took your aps, the tradeoff is that when you run, youre fast but unprepared.

Well its matter of balance. Stamina would be derived from endurance, but no one said, that low endurance would mean low stamina, thus being almost unable to run, it would be just lower, meaning you cant run around whole map all the time. Or stamina could be the same for all, but regen could be affected with endurance.

Youre forgetting about key element of PVP - rushes. If group of people is rushing towards the enemy, they cant afford stopping next to them and waiting for APs. Even now is rush one of the most complicated move to make in pvp.
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LagMaster

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Re: Nerf running buff walking
« Reply #9 on: January 14, 2011, 07:15:07 pm »

or make like in Runscape, have 100 run points that recharge
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Re: Nerf running buff walking
« Reply #10 on: January 14, 2011, 11:05:43 pm »

or make like in Runscape, have 100 run points that recharge

Which actually isnt such a very bad idea now i'm thinking about it. Just make a fixed amount of running points. The higher your endurance the faster they recharge/slower they run out. More carry weight = higher drain. Running with that 60/60 carry weight is going to tire you fast. Also good vs those Power builds that pump themself with drugs and have low base strenght. should hurt them a little.
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avv

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Re: Nerf running buff walking
« Reply #11 on: January 15, 2011, 12:48:59 pm »

Well its matter of balance. Stamina would be derived from endurance, but no one said, that low endurance would mean low stamina, thus being almost unable to run, it would be just lower, meaning you cant run around whole map all the time. Or stamina could be the same for all, but regen could be affected with endurance.

I'm not saying this is bad, but it serves wrong purpose. Why I wanted running to remove aps was because it'd reduce the effectiveness of high ap & high dmg weapons that have edge over low dmg & low ap weapons. For example, which would be better: a gun that takes 10 aps to fire but does 200 dmg or a gun that does 20 damage per 1 ap? The fast shooting player cannot utilize his gun's speed if he's dead from the first shot.

Youre forgetting about key element of PVP - rushes. If group of people is rushing towards the enemy, they cant afford stopping next to them and waiting for APs. Even now is rush one of the most complicated move to make in pvp.

Rushing shouldn't be a valid strategy in firearm combat. When it comes to firefight, cover and positioning are the key elements, my opinion is that our pvp would be better if using these elements would be encouraged more. If strategy is encouraged more, gear loses its effectivity and gives room to skill. If you can just rush enemies by having superior numbers or gear, the pvp doesn't reward skill and that's honestly pretty bad in terms of good game mechanics.
To help rushing, I already said that certain guns could have perk that makes it possible to pre-generate apss. Mainly the lighter the gun, the faster it is ready to fire. Currently snipers are like the railguns in the hands of pro fps player, launching instant headshots over great distances.

In addition if turning and firing took aps and line of sight was reduced to the flanks and rear, the assailant would have the upper hand compared to stationary defender.
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