Armor/MH Balance

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Postby divVerent » Tue May 12, 2009 7:33 pm

Okay, just added a new HUD mode: sbar_hudselector 2.

It shows no health/armor counters, but a single counter, showing the total damage you're able to survive.

Sure, rot and regeneration look weird with that :P it's mainly to help people who don't understand the current health/armor system.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Tue May 12, 2009 7:47 pm

Current system is pretty obvious even for nobrainers. Implemeting different types of armor doesn't mean all current maps should be changed with new armor types. Green armor could be left as lowest quality one and yellow, red could be made as addons for new maps.
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Postby morfar » Tue May 12, 2009 8:00 pm

We already have 4 types of armors. Who cares about colors.
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Postby Flying Steel » Tue May 12, 2009 8:04 pm

divVerent wrote:Okay, just added a new HUD mode: sbar_hudselector 2.

It shows no health/armor counters, but a single counter, showing the total damage you're able to survive.

Sure, rot and regeneration look weird with that :P it's mainly to help people who don't understand the current health/armor system.


Just an idea for the long term (like 2.6 maybe), what if armor simply had 100% damage absorbtion and maybe stabilized at 50? So you'd have to lose all of your armor before you started to lose health. That'd certainly be transparent at least.
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Postby divVerent » Tue May 12, 2009 8:14 pm

Transparent yes, but then what's the difference between health and armor if armor is a full health replacement?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Tue May 12, 2009 8:20 pm

morfar wrote:We already have 4 types of armors. Who cares about colors.


E.g. 100 in red would be equivalent to 200 in green and wouldn't rot.
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Postby Flying Steel » Tue May 12, 2009 8:28 pm

divVerent wrote:Transparent yes, but then what's the difference between health and armor if armor is a full health replacement?


The differences would be health regenerates and stabilizes at 100, while armor does not regenerate and would stabilize at 50.

So health packs would be about fast recoveries and temporary survivability boosts and armor packs would be about increasing your survivability in the longer run, especially against a direct hit from the Nex or RL.
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Postby Mirio » Tue May 12, 2009 10:08 pm

ai wrote:So far, the health system has worked really good. Why change something that isn't broken?

200% agree!
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Postby TVR » Tue May 12, 2009 11:17 pm

Bundy wrote:So what is your suggestion TVR?


If the weapons are overpowered, then normalize the weapons around the excellent value of one hundred, which happens to coincide perfectly with percentage and most fractions.
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Postby Bundy » Wed May 13, 2009 8:27 am

TVR wrote:If the weapons are overpowered, then normalize the weapons around the excellent value of one hundred, which happens to coincide perfectly with percentage and most fractions.

I think reducing the damage of the weapons, would cause a problem with the 25 health packs, as you can take as many as you want. It makes sense that the damage output is higher then in other games, because of this unique system. But powerups like armor and megahealth need a small boost here, to make em "powerups". As I mentioned, it is more an issue with the megahealth then the armor (even I think it wouldnt be wrong to improve it, too).

I also like to mention, that there might be no problem in CTF games, as you can easily grab Armor/health in your base at CTF. In TDM/1v1 games you mainly fight for the better positions, powerups and weapons. The reward for getting the armor or mh is not as big as it has to be, compared to the damage the weapons do IMO.
Last edited by Bundy on Wed May 13, 2009 9:02 am, edited 6 times in total.
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