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Old 12-10-2010, 05:28 AM   #45
Raynian
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Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO
Gametype: Ragequitting
Affiliations: [PMS]. [Shiney]
Posts Rated Helpful 26 Times
People always overexaggerate buffs and nerfs, and fail to realize that both can happen at once.

Holy crap, SG's getting buffed? Gonna be OP! Without even knowing the numbers - it could be even as small as a 5% increase to health.

HERE, HAVE A SUGGESTED CHANGELOG
  • Increased push value by 50%. [This will help on AvD and encourage thoughtful positioning to defend key points, by pushing away enemies.]
  • Increased health values by roughly 10%, on all levels. [As it is, the SG can be taken down between wrench hits by a grenade+shotty or similar damage source. This should help remedy this problem.]
  • Reduced bullet damage by 5% across all levels, reduced rocket damage by 10%. [The SG should complement a good defense by forcing the enemies to work around it, but it should not be able to hold down a defense on its own.]
  • Slightly increased SG hitbox and fixed hit detection issues. [The engineer is too vulnerable while defending his gun. Increasing the hitbox requires offense to get behind the gun or wait for the engi to restock in order to kill him as easily. Also, sometimes sentries will not take damage even though they are clearly being hit.]
  • Increased build time of sentry guns by 1 second. [This is to slow down the recovery rate of defense when the offense can successfully destroy the sentry gun.]
  • Reduced ability of sentry to detect 'cornering' enemies by a slight amount. [Currently, the best ways to take out an SG are either outrange it, or run up to it rambo-style. This change gives offense another option to destroy guns, provided the other defenders cannot help the engineer in time.]
  • Sentry guns will now continue to attack targets after they leave the 'lock on range'. This attack range is roughly 25% larger than the lock on range. [This compounds well with the increased push in AvD, as well as making SGs viable when otherwise they would lose the target in a large room.]

Some will say buff, some will say nerf. It's a tweak, plain and simple. And yet look at how SIMPLE it is. Most of the changes are very small adjustments to the values we already have. Only the push and 'longer attack range than lock on range' suggestions are significant. But implementing that changelog would help immensely with the role of the SG in AvD without hurting other kinds of gameplay much.
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