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Old 02-06-2010, 06:35 AM   #57
chilledsanity
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Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Quote:
Originally Posted by Bridget View Post
Well, what do you expect, Chilled? Do you expect the D to blink at the jump pad and have it blow up?
No, I typed this already:
Quote:
Originally Posted by chilledsanity
I think the best solution is since the devs weren't shy about giving offense powerful movement abilities, defense should be given some powerful measures to counteract them.
It's real simple. If you're going to give something that constitutes a clear advantage to one side, give something to the other side so they don't stomp all over them. Here's a another way to look at it:

Pretend O/D capability are represented in numbers.

O = 1.0
D = 1.0

Now add the jump pad:

O = 1.0 + 0.3 = 1.3
D = 1.0

Now weaken the jump pad:

O = 1.3 - 0.15 = 1.15
D = 1.0

Do you understand the situation? And yes, the problem isn't this clearcut, but the concept is the same. If you add something to one side, add something to the other side to balance it out.

Last edited by chilledsanity; 02-06-2010 at 06:36 AM.
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