Other > Suggestions
Critical burst bypass.
JovankaB:
Maybe replace current luck protection with:
Max number of bullets which can bypass armor per burst/shot:
Random from (6 - Luck/2) to (21-Luck*2)
Luck/2 rounded down.
In case of critical bypass:
Character with luck 1 could be bypassed by 6-19 bullets per burst/shot (12-13 on average)
Character with luck 6 could be bypassed by 3-9 bullets per burst/shot (6 on average)
Character with luck 10 could be bypassed by one bullet per burst/shot (just 1)
So low luck would be still bad against critical bursts, but critical burst damage would be nerfed in this
case and high luck would protect against critical burst bypasses. Both could not avoid sniper bypasses.
T-888:
--- Quote from: JovankaB on July 25, 2012, 08:56:35 am ---Maybe replace current luck protection with:
Max number of bullets which can bypass armor per burst/shot:
Random from (6 - Luck/2) to (21-Luck*2)
Luck/2 rounded down.
--- End quote ---
--- Quote from: Spotty on July 25, 2012, 08:19:58 am ---Luck*5=damage reduced in %
--- End quote ---
Both suggesting a damage nerf. Players are concerned about just changing frequency, so be it. I agree, it's not the most effective way to just change raw chance, that's just the easiest solution.
How are you going replace it? I don't understand, because if bypassed bullets are calculated in every critical hit, that's like just increasing overall damage of critical hits, there needs to be some kind of frequency, as for when at what shot the critical hit is considered as bypass, then the calculation of bullets bypassed.
--- Quote from: JovankaB on July 25, 2012, 08:56:35 am ---So low luck would be still bad against critical bursts, but critical burst damage would be nerfed in this
case and high luck would protect against critical burst bypasses. Both could not avoid sniper bypasses.
--- End quote ---
Critical bursts wouldn't be nerfed, only bypasses, think about it that's the desired effect. That feature just shouldn't be applied for single shot and be reliant only on pure frequency, including grenades, pistols etc. etc.
Can't replace it, can add and merge it, if it's possible.
Spotty:
How about 2 rolls when you attack, and use whichever is lesser?
For example, critburster attacks, roll 1 is a 3x crit bypass and roll 2 is just a regular hit, roll 2 will be used. Whenever both rolls hit a 3xcrit bypass will be the only time it will happen.
It will greatly reduce frequency of major crits, and yeah, its a crit nerf. But any method to change frequency will be a crit nerf.
T-888:
The same coin can be looked upon from two sides. Nerf? I say balance.
Roll already determines the power of a critical hit including bypass, since it's the same critical hit only it ignores a large portion of resistances available for the player. When you hear the word roll think chance, probability. If ,for example, roll 90-100 would grant you bypass out of 1 to 100 random roll. It's basically the same thing as reducing frequency directly without the intervention of roll, the exact effect can be simulated- lower chance to score a bypass.
Damage can be altered by reducing the damage multiplier upon certain rolls, for example, roll 1-20 is 1x damage, 21-40 is 1.5x, 40-61 2x and so on. It's like that already.
My suggestion is to reduce the frequency of bypasses, since those type of critical hits are the ones that does insta-kills and aren't balanced, i don't see normal critical hits an issue anymore because of the recent changes for damage multipliers. Reducing purely damage multipliers to balance out bypasses would make critical bursters useless overall due to the damage reduction, why do we need that? Critical bursters have their place and i think they should be viable, just some features has to be balanced appropriately.
I think Silent death had it's place in the game, just instead of thinking solutions how to make it work in a reasonable manner, someone decided that it is easier to just fix it, make it impossible to use grenades with the perk at all. That's equivalent to just removing bypasses from bursts completely and that's stupid.
Sarakin:
Like I said earlier, frequency is not a good thing to balance, because either you cant do a bypass at all due to bad luck and thus, doing overally low dmg, or you just roflstomp someone with instakill => High spikes of damage.
I like Jovankas suggestion, only number of bullets should be taken from % of each bullets fired from a particular weapon (bypasses are not tied only to avengers)
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