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Weapon Balance Discussion


razorace
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Let's talk about weapon balancing, especially in regards to jedi vs. gunner gameplay.

 

I'm thinking that each weapon should be a specific role that feels different and (hopefully) useful compared to the other weapons.

 

As for jedi vs. gunner combat, jedi should feel powerful but a skilled, determined gunner should be able to take them down. A gunner needs to use their gadgets, maneuverability, and ranged combat to prevent the jedi from getting close enough to attack and then wear the jedi down.

 

Some random ideas...

  • Rocket launcher splash damage should knockdown players and make them drop their equipped weapon.
  • Jedi should excell at blocking energy bolts fired at them from the front. They can also block to the sides or back but the health cost should be higher.
  • Bolt blocking should be cheaper while walking vs. running.
  • Gunners should dodge saber attacks while they still have health remaining.

 

For reference, here are all the weapons currently in the game...

WP_TUSKEN_RIFLE,

WP_MELEE,

WP_SABER,

WP_BRYAR_PISTOL,

WP_BLASTER,

WP_DISRUPTOR,

WP_BOWCASTER,

WP_REPEATER,

WP_DEMP2,

WP_FLECHETTE,

WP_ROCKET_LAUNCHER,

WP_THERMAL,

WP_GRENADE,

WP_DET_PACK,

WP_CONCUSSION,

WP_BRYAR_OLD,

WP_EMPLACED_GUN,

WP_TURRET,

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Standard Weapons:

 

Melee: Last resort, normally due to dropping your weapon. You're vulnerable, but skilled players should be able to push back an opponent long enough to regain a weapon.

Pistol: Starting gunner weapon; cheap; hits harder than a blaster but has a lower fire rate.

Blaster: Standard gunner weapon; higher fire rate; standard damage.

Bowcaster: Heaviest blaster weapon; slowest fire rate.

 

Special Weapons:

 

All special weapons should be much more expensive than the "classic" star wars weapons. They should have a specific purpose to justify themselves.

 

Repeater: Lowest damage weapon; highest fire rate; expensive.

Demp2: Maybe this should be repurposed to a Geonosian sonic blaster? Sonic blasters can't be reflected, but have a low ammo amount and

WP_FLECHETTE,

WP_ROCKET_LAUNCHER,

WP_THERMAL,

WP_GRENADE,

WP_DET_PACK,

WP_CONCUSSION,

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Let's talk about weapon balancing, especially in regards to jedi vs. gunner gameplay.

 

I'm thinking that each weapon should be a specific role that feels different and (hopefully) useful compared to the other weapons.

 

As for jedi vs. gunner combat, jedi should feel powerful but a skilled, determined gunner should be able to take them down. A gunner needs to use their gadgets, maneuverability, and ranged combat to prevent the jedi from getting close enough to attack and then wear the jedi down.

 

Some random ideas...

  • Rocket launcher splash damage should knockdown players and make them drop their equipped weapon.
  • Jedi should excell at blocking energy bolts fired at them from the front. They can also block to the sides or back but the health cost should be higher.
  • Bolt blocking should be cheaper while walking vs. running.
  • Gunners should dodge saber attacks while they still have health remaining.

 

For reference, here are all the weapons currently in the game...

WP_TUSKEN_RIFLE,

WP_MELEE,

WP_SABER,

WP_BRYAR_PISTOL,

WP_BLASTER,

WP_DISRUPTOR,

WP_BOWCASTER,

WP_REPEATER,

WP_DEMP2,

WP_FLECHETTE,

WP_ROCKET_LAUNCHER,

WP_THERMAL,

WP_GRENADE,

WP_DET_PACK,

WP_CONCUSSION,

WP_BRYAR_OLD,

WP_EMPLACED_GUN,

WP_TURRET,

 

If they can dodge while they still have health, how does a jedi kill them?lol..Anyways, one suggestion I might have is make it so that the heavier/more power the weapon, the harder it is for the gunner to dodge.

 

Another thing mightbe to make it so that the more points a gunner has earned, the less amount of effect using the force has on them

 

..or maybe make an expensive perk that they can purchase to resist force depending on how much Dodge they have and how they are moving at the time.

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