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Author Topic: Balance as a serversent  (Read 926 times)

bullets (obviously)

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Balance as a serversent
« on: March 26, 2019, 03:20:52 am »

I started working on a gg2 rebalance via plugin.

Subject to frequent playtests and change.
Big thing missing rn is gamemode fixes (lol gen) and if i have the free time i might overhaul points/stats tracking/damage indicator.

Once I'm happy with it i'll submit it for serversent so you don't have to download/distribute manually.
Is there a way to update serversents based on like an ini file?
I'd like to dump a load of parameters in an .ini and have the server send it to clients? Or host the .ini somewhere and have clients check it.

After a decent amount of playtesting on 24/7 and in pugs/comp I'll feature request for vanilla but I'm not holding my breath.

scout:
2.4 scattergun, but bullet life reduced from 35 frames to 30

pyro:
flames and flares have infinite penetration
can flame sooner after airblasting (time halved)
flares have gravity

soldier:
20 direct hit damage
40 splash damage (self splash = 40 max)
damage rounded to 0, 20, and 40, effective radius feels the same
explosions no longer penetrate walls - line of sight check

demo:
40 splash damage
damage rounded to 0, 20, 40, effective radius feels the same, explosions do not penetrate walls
20 flat bonus for stickied mines on top of above (so up to 60 self dmg)
stickied mines stop flashing, and become semitransparent to enemies
all classes can destroy stickied enemy mines by shooting at them

heavy:
shooting movespeed increased from 0.3 to 0.5 or 0.8(max) when ubered
sandvich healrate halved, heals 100hp over same duration
sandvich cooldown 10 seconds, can be cancelled (with some start/end lag)

medic:
ubered players block enemy bullets, flames/flares, needles
can needle while solo ubered, infinite ammo
uber refills self hp
uber cancels and refunds sandvich
ubered heavy moves at full speed while shooting

spy:
all passive invisibility removed
0.4 movespeed while stabbing, still no jump
multistab no longer limited to 2
you can see all enemy healthbars
uncloaking within LOS and 100px to an enemy will display their healthbar to your whole team

sniper:
clearshot-esque laser sight, visible to everyone

engie:
50 hp sentry, so it builds faster
sentry still costs 100 but metal regens twice as fast
sentry heals all teammates within 100px + LOS at 7.5 hp/s

quote:
massively increased blade knockback (from 0.4 to 1.0 x blade velocity)
knockback reduced for fat classes (knockback x 100 / maxHp)
bubbles do 2 dmg
bubbles heal teammates for 2 hp (pops bubble)
bubbles no longer block mines, flare
blade destroys/detonates every projectile, only another blade will destroy it
127hp
« Last Edit: March 27, 2019, 03:34:53 pm by bullets (obviously) »
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PrOF

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Re: Balance as a serversent
« Reply #1 on: March 26, 2019, 04:35:06 pm »

This is nice
Is there a way to update serversents based on like an ini file?
I'd like to dump a load of parameters in an .ini and have the server send it to clients? Or host the .ini somewhere and have clients check it.
Sure, you just send all the data as soon as they connect via the networking api

explosions no longer penetrate walls - line of sight check
I do believe this will cause issues on stairs
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Phantom Brave

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Re: Balance as a serversent
« Reply #2 on: March 26, 2019, 08:03:36 pm »

>127hp
most important change
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

bullets (obviously)

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Re: Balance as a serversent
« Reply #3 on: March 26, 2019, 11:18:51 pm »

It actually kinda is, as 120hp becomes a very important threshold for getting 2-hit by soldier/demo

medic and qc are above the threshold whereas engie is not, but engie requires 1->sentry first and 2 bodyshots minimum (unless lucky demo)

This also indirectly buffs the 3 healers as they can keep 120hp classes alive through a 2-shot (but not the 100hp classes)
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bullets (obviously)

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Re: Balance as a serversent
« Reply #4 on: March 27, 2019, 03:35:17 pm »

bit.ly/gg2aut3

some bugfixes, think i'll submit for serversent
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.prime

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Re: Balance as a serversent
« Reply #5 on: March 27, 2019, 08:05:51 pm »

bring 2.4 scattergun back plz wareya
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give usa host next time n put prime on other team so i can fuk on this nigga for tlaking shit
plz ban all european ips so we can keep gg2 clean

free crzy

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Re: Balance as a serversent
« Reply #6 on: March 29, 2019, 04:23:36 am »

and old qc

bullets (obviously)

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Re: Balance as a serversent
« Reply #7 on: March 29, 2019, 08:12:40 pm »

Update: bugfix
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notarctic

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Re: Balance as a serversent
« Reply #8 on: April 02, 2019, 03:44:01 am »

Interesting qc and spy changes. Although for heavy I'd like to suggest something different. At one point there was a patch where sandwich would heal so fast it would effectively make you take heavily reduced damage. The last changes to the sandwich and the ones here were meant to bring it back in line with being an out of combat heal, but I'd like that iteration of the sandwich to be revised instead. I've always thought that mechanic was really skillful (think of zhonyas hourglass from league of legends), although overpowered because it allowed ammo to be regened in the process

Basically what I'm suggesting is this, with all the extra healing these changes bring to the game, I feel like sandwich should be changed to more compliment heavys role as a tank, where while in the sandwich animation, he takes reduced damage, heals, and cannot regen ammo.
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Fuzion

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Re: Balance as a serversent
« Reply #9 on: April 02, 2019, 04:47:17 am »

where while in the sandwich animation, he takes reduced damage, heals, and cannot regen ammo.
ROADHOG
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bullets (obviously)

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Re: Balance as a serversent
« Reply #10 on: April 02, 2019, 08:35:48 pm »

>roadhog

vanilla sandvich is still a viable in-combat heal and it's obnoxious because everyone runs out of ammo trying to kill him
>focus fire
lmao

intended purpose of sandvich in balance.gml is to make it worth playing a character that takes twice as long to walk from spawn as everyone else without a faggot medic to pocket, which vanilla sandvich utterly fails at because of the ridiculous cooldown.
stackable healing makes it even more critical that healers cannot be stacked to form cancerous deathball-like comps - this is why quote and engie do trickle heals and ana-sniper was removed

anyway heavy is now quite viable and enjoyable without medic, perhaps too much so - i might reduce speed from 0.5 to 0.4 while firing (vanilla 0.3) if it proves too much

as for tankiness - heavy got boosted sustain thru sandvich (solo only) and a huge mobility buff (uber esp. but in general) which also means easier dodging = even harder to kill
whereas the other 4 dps got straight damage boosts. He needs the ammo regen during sandvich just to keep pace with the pure damage dealers

I have yet to see meow play heavy so maybe he'll get nerfed into the ground after that.

---

not sure if anyone noticed but quote is now the second tank, and probably does a better job protecting medic.
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