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Forums => Public Discussion => Topic started by: DreadStunLock on December 01, 2010, 03:51:43 PM

Title: Deathmatch balancing
Post by: DreadStunLock on December 01, 2010, 03:51:43 PM
From the topic of plain versus I see a lot of people asking for DM to become reality.

How about discussing on how to maybe balance the deathmatch mode? For example one of the people mentioned to me:

"How about torchlight that requires energy?"

In my opinion torchlight is the most overpowered in deathmatch, due to the fact that mercenaries get flares and with a torchlight, they have really no reason to use flares due to the fact the flares already illuminates 75% more of the area than the torchlight. And as on the topic before where I think B1nary had an idea of visions work on energy, Visions and Torchlight with energy would really work nicely and give spies another good edge of reversing THE BIG OL' "being weaker than mercenaries"
Title: Re: Deathmatch balancing
Post by: LennardF1989 on December 01, 2010, 03:54:08 PM
Would love to see this being discussed to have a bit of diversity in gametypes!
Title: Re: Deathmatch balancing
Post by: savov on December 01, 2010, 04:37:15 PM
If we are talking about the old school DM on Deftech Belew (rifles and outside only) I cant really think of any unbalanced things. ::) Considering in PS there wont be any "host" kills. The only think I can come up with is that sometimes as spy its too easy just to jump/roll on merc's head for insta kill. But that goes for big open spaces like outside of deftech.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 01, 2010, 04:54:43 PM
Yeah except noone in a right mind will care about outside only or no rail camp, if the spies are proving to be too difficult they will jump on the rail and blow their heads off. But the fact is in versus right now I only play as a mercenary because trying to win with a random as a spy is just not too much of a challenge but more like too time wasting.

But in anyway, back on topic Torchlight ran on energy = ?
Title: Re: Deathmatch balancing
Post by: Gawain on December 02, 2010, 12:44:26 AM
i never got the point of playing dm - story mode is simply better in all regards.

it's not like you couldn't play a deadly style in story mode, it's just that idiots don't understand the gameplay dynamic.
Title: Re: Deathmatch balancing
Post by: Spark Mandriller on December 02, 2010, 01:53:40 AM
The problem with DM is that mercs are better than spies at head on confrontations, and if they camp the spies have to come to them. We just have to come up with a reason to make mercs move about, and preferably split up, and things should be fine. Maybe put in some sorta objectives for mercs in DM? Make it so each area in the map is worth points for staying in, up to a limit, so they just have to wander about to keep scoring. Kind of a change, I know, but it's still a mode where spies just have to kill the enemy team, and mercs are pretty obvious so it won't be like CT where noobs could go through a whole game without seeing the other team.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 02, 2010, 03:44:48 AM
I like where Misty is going.

I like the idea of "objectives" in DM, but another route would be something like Aquarius did.  Put a bunch of things like hack panels that would give one team an advantage.  One hack panel could turn off lights, another could cut off access to a room with ammunition.  Another could shut off cam nets or block their views.  There have to be things to guard and attack even on DM (not just each other)
Title: Re: Deathmatch balancing
Post by: Cronky on December 02, 2010, 04:00:39 AM
Quote from: Rambo on December 02, 2010, 12:44:26 AM
i never got the point of playing dm - story mode is simply better in all regards.

it's not like you couldn't play a deadly style in story mode, it's just that idiots don't understand the gameplay dynamic.

I liked DM (when I played) because, as a spy, you got to focus on something you weren't supposed to in Story Mode: Killing the other team.

Sure, you could do that in story mode also, but in DM both teams were on the same page. So you aren't trying to make a "Deathmatch" out of story mode simply because all the Merc's defenses are around the objectives.

Fun Challenge.

Quote from: B-3A Misty Lady on December 02, 2010, 01:53:40 AM
Make it so each area in the map is worth points for staying in, up to a limit, so they just have to wander about to keep scoring. Kind of a change, I know, but it's still a mode where spies just have to kill the enemy team, and mercs are pretty obvious so it won't be like CT where noobs could go through a whole game without seeing the other team.

I like this idea. Though it should be made into a mode all itself. Sounds like it could be fun.

I think Farley has a more appropriate idea when it comes to keeping it strictly a Deathmatch. Instead of some "Deathmatch/Point Capture" hybrid. Mode specific map elements. They are cool. :)
Title: Re: Deathmatch balancing
Post by: CurdyMilk on December 02, 2010, 06:20:09 AM
Deathmatch would be fine, but it is hard to make a story map work well for DM as well.  It could work well if maps are designed specifically for it. 

I like the idea of having Merc objectives.  It wouldn't need to be called deathmatch because it could still be considered story in a "reverse" mode, where the spies have to kill the mercs to stop them.  The mercs could be required to reach a certain number of locations in a map (more or less depending on the map) and activate terminals by simply pressing a button.  Like disk hunt, only it does not reset each time the merc dies.  This would require the merc to move around quite a bit while watching his back.  It would also work well for story maps.  Interesting!
Title: Re: Deathmatch balancing
Post by: LennardF1989 on December 02, 2010, 08:42:27 AM
Quote from: B-3A Misty Lady on December 02, 2010, 01:53:40 AM
The problem with DM is that mercs are better than spies at head on confrontations, and if they camp the spies have to come to them. We just have to come up with a reason to make mercs move about, and preferably split up, and things should be fine. Maybe put in some sorta objectives for mercs in DM? Make it so each area in the map is worth points for staying in, up to a limit, so they just have to wander about to keep scoring. Kind of a change, I know, but it's still a mode where spies just have to kill the enemy team, and mercs are pretty obvious so it won't be like CT where noobs could go through a whole game without seeing the other team.
I like your thinking here, why not have a story mode where Mercs are the attackers and spies the defenders? It would be like deathmatch, but in order to let the mercenaries win, they actually have to work for it.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 02, 2010, 09:04:25 AM
I always thought that was an interesting idea.  The maps would be PITCH BLACK.  Lots of nooks and crannies/passageways and they would be really vertical - to give spies an ungodly advantage.  They would have to literally own the map if the mercs would be the attackers.  Maybe merc objectives would require mercs to be in two different places at one time.  They would have to synchronize their hacks or whatever the objectives are.
Title: Re: Deathmatch balancing
Post by: LennardF1989 on December 02, 2010, 09:20:00 AM
Quote from: Farley4Fan on December 02, 2010, 09:04:25 AM
I always thought that was an interesting idea.  The maps would be PITCH BLACK.  Lots of nooks and crannies/passageways and they would be really vertical - to give spies an ungodly advantage.  They would have to literally own the map if the mercs would be the attackers.  Maybe merc objectives would require mercs to be in two different places at one time.  They would have to synchronize their hacks or whatever the objectives are.
It would for the least make DM more interesting and less brainless, note though that a mercenary would be vurnable while hacking, so synchronization would be cool, but not required to get a kill. It would also force spies to be more aggro (in case mercenaries group up), but not in the sense they already know they are gonna lose anyway, because Mercs have to focus on something in order to win.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 02, 2010, 09:24:17 AM
As well as, it would be interesting to make hack panels more rewarding, for example lights should be off everywhere literally, and if a mercenary is going to turn them on, it should not be a 1 second touch of a button and done, I believe that because when a machine is being hacked it can also be damaged, so it would make sense if a mercenary would crouch and try fix it for xx duration of time maybe even longer than a spy, and it would take him couple of seconds to get off it, meaning he would need a teammate support.
Title: Re: Deathmatch balancing
Post by: Cronky on December 02, 2010, 11:52:44 AM
Quote from: DreadStunLock on December 02, 2010, 09:24:17 AM
As well as, it would be interesting to make hack panels more rewarding, for example lights should be off everywhere literally, and if a mercenary is going to turn them on, it should not be a 1 second touch of a button and done, I believe that because when a machine is being hacked it can also be damaged, so it would make sense if a mercenary would crouch and try fix it for xx duration of time maybe even longer than a spy, and it would take him couple of seconds to get off it, meaning he would need a teammate support.

They should just make a gadget that "SUPER HAXX" a panel. Leading to Mercs actually having a duration of fixing it. Do they spend the extra time to unhack it leaving themselves vulnerable, or do they just keep a closer eye on their surroundings.

This way Story Mode could have some fun with Ultra-Mega hacked panels (At the cost of a gadget slot).

In terms of what you said about the lights though.... not ALL the lights. Seems kinda dumb if you just have one panel that controls all lights in a level. Multiple panels for multiple sections of lights (among other things) means the Mercs still have to move around.

Maybe I'm expecting too much though.
Title: Re: Deathmatch balancing
Post by: Spark Mandriller on December 02, 2010, 12:01:14 PM
Panels which take time to fix aren't such a good idea. We want to encourage mercs to split up, and this basically forces them to stick together.

Quote from: Cronky on December 02, 2010, 04:00:39 AM
I like this idea. Though it should be made into a mode all itself. Sounds like it could be fun.

Maybe it'll get as popular as disk hunt. :V
Title: Re: Deathmatch balancing
Post by: Cronky on December 02, 2010, 12:23:48 PM
Quote from: B-3A Misty Lady on December 02, 2010, 12:01:14 PM
Panels which take time to fix aren't such a good idea. We want to encourage mercs to split up, and this basically forces them to stick together.

Good point. I liked the idea in Story mode because it encouraged Mercs to team up, and go away.

Quote from: B-3A Misty Lady on December 02, 2010, 12:01:14 PM
Quote from: Cronky on December 02, 2010, 04:00:39 AM
I like this idea. Though it should be made into a mode all itself. Sounds like it could be fun.

Maybe it'll get as popular as disk hunt. :V

Perhaps it's Story mode Version TWO. Randomly picked when you go into a round of playing.

Either it will be:

-Spies take intel (In a variety of ways)

or

-Mercs... secure... areas by standing in them. With points...

Nah, that probably wouldn't work. Make some more to the idea though. It's literally vomiting potential greatness.
Title: Re: Deathmatch balancing
Post by: Spark Mandriller on December 02, 2010, 01:12:38 PM
I dunno dude, just the stuff in this thread alone seems reasonably complete. A mode where the mercs have to move around a really dark map full of high places and hiding spots in order to press buttons to bring security back online or whatever. That's pretty much all we need. Say they've got specialised equipment that's needed to restart things that's too heavy to carry along with most of their usual gear and we can justify them having typical DM equipment too. Maybe make it so it's 1v2, 2 mercs might be a bit much. It'd be like the complete opposite of story, the merc would feel threatened instead of the spies, and have to be the hunted one trying to get around. Shit'd be good, I think.
Also, make it so the host can set an option which indicates that they'd prefer to be playing story but they're playing [mode] instead because they only have 3/4. That way you can play while you wait for a fourth guy to join, but your server will still show up in the server list for story so people still see it. That's kinda unrelated I know but I think it'd be pretty handy.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 02, 2010, 01:49:11 PM
I agree with misty about the info on the servers, I would prefer to make a map that is 1v1 based, and just to make some sort of a notification when people join it will be changed to normal story. 2v1 maps can be made also, Dimmykron estate is good, but it just needs more work on it.
Title: Re: Deathmatch balancing
Post by: frvge on December 02, 2010, 02:44:14 PM
Keep going with the discussion of alternate gametypes. We love new ideas.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 02, 2010, 06:08:25 PM
I think 3 spies versus 2 mercs would be perfect.  If they split up, then one merc can still get doubleteamed (which is probably a good thing for balance) AND another spy can watch the other one.  If the mercs team up and work together (which might not even be possible if there are "synchronized" objectives) then the spies still have them outnumbered.  I figure that during at least one point in the game the mercs will be close together, so it's important that spies still outnumber them along with the advantages that the maps would bring.

As for 2 spies versus 1 merc... eh it could work.  It could work but I've never been one to like 1vsALL game modes or even 1vs1 unless it's a single player game offline.  I prefer to have teammates to add a layer of strategy. 

I like the "Merc Infiltration" game idea but the maps would have to be specifically designed for something none of us have ever played lol.  I suppose the maps would have to be created synonymously with the actual game mode.  A lot of work.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 02, 2010, 09:28:11 PM
Would be nice if UDK could be possible to have like a mix mode, imagine, Aquarius instead of the greek temple having a pc, it could have a bomb objective there, just spread the bombs all over the greek. From the top place to the back of the room. Same thing can be done with the disk drop zones, instead of hacking office to get the disk you need to hack the tropical fish room and bring it to either pirates room or the fish tank.

In anycase, the DM idea is still very difficult :/  I mean I can't even figure, 3v2 can be a bit daunting since 3 spies can choose to gank up on 1 mercenary /
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 03, 2010, 01:30:43 AM
Well I was thinking that some objectives wouldn't take 2 mercs to complete.  Like a simple bomb plant or hack or whatever the merc objective would be.  If one merc is getting triple teamed then the other can go do some of those solo objectives and hopefully take some of the pressure (and spies) off of his mate.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 03, 2010, 05:26:19 PM
Farley your going back on to story mode now, or the mini version of it, DM has to be something very unique something completely different to the story mode, meaning no objectives in my opinion.
Title: Re: Deathmatch balancing
Post by: frvge on December 03, 2010, 05:41:23 PM
I think it's funny how most ideas stay close to the originals.

The DM with objectives is a nice idea IMO. It's based on roughly the same arguments that Valve had to introduce new ' crescendo events' in L4D2 to prevent camping.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 03, 2010, 05:47:40 PM
Well the ideas are always being transcribed to each own + it's hard to come up with something completely new since people only post when something hits their head :P
Title: Re: Deathmatch balancing
Post by: frvge on December 03, 2010, 06:16:58 PM
Think of variations. A lot of fun things can be done with that.
Title: Re: Deathmatch balancing
Post by: tigaer on December 03, 2010, 06:52:27 PM
What about making it where Mercs have to hold hills for 10-15 seconds to get more ammo/weapons in DM? It could even be a hill in front of a door that opens a passage into an armory to refill grenades and swap weapons. Mercs could start out with a pistol, and then unlock a door to get their weapon of choice. Then if they die, the Spies could re-shut the door and possibly be able to steal a pistol for use, but the pistol would always have a visible laser on it and have limited ammo. When one door is re-locked, a different door is available to unlock for the Mercs. So it opens up a risk=reward for both Spies and Mercs. Does the Spy wait for them to open the door before he ambushes them so he can get a pistol, or kill them before?

I don't know, just brainstorming.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 03, 2010, 07:33:21 PM
Sounds really complicated but good, but the problem is that not really deathmatch?--ish?
Title: Re: Deathmatch balancing
Post by: Cronky on December 03, 2010, 08:53:30 PM
Just throwing this out there.

What if Mercs in Deathmatch had to pick between "Classes". Kinda Call of Duty-ish. Instead of balancing how the player plays, you balance what they play with.

This is assuming there is more than one gun to pick from. So you CAN pick a class that will let you use the shotgun, but you will be picking a class like "Support". Which makes you take:

-Backpack
-Flares
-Camnet
-Spy Traps

Then there could be another class... like... hunter or close encounters, or something which also has a shotgun but leaves you with:

-Mines
-Taser
-Spy Traps
-Gas Mask

These are just examples, and not very thought out ones, but the point is that you couldn't just take a god-like set of gadgets with a gun that works in 99% of situations. Since here you may have noticed that while yes, you can take a shotgun, you forgo the use of Frag Grenades. Which I believe is usually a staple to people's loadouts.

Very restrictive, but again, I'm just throwing the idea out there.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi756.photobucket.com%2Falbums%2Fxx210%2FMTCronky%2FTriangle.png&hash=f206d995115c3b478c899a9eda3fb03836bfe6a3)

(There could of course be a balanced Cross-Class)
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 03, 2010, 09:17:45 PM
I actually really like that, there should be same for a spy.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 03, 2010, 09:36:34 PM
This whole thread turned from DM balancing to game variant ideas haha
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 03, 2010, 10:01:26 PM
Well deathmatch balancing isn't so easy as it seems.
Title: Re: Deathmatch balancing
Post by: savov on December 03, 2010, 10:06:24 PM
I think it will be easier if we list the UNbalanced thinks in dm so far. Sadly, I cant think of anything... it was perfect for me...
Title: Re: Deathmatch balancing
Post by: Cronky on December 03, 2010, 10:08:19 PM
They should make Tag a real mode.

:)

(Once won a round of Tag in 6 seconds as Merc. It was awesome.)
Title: Re: Deathmatch balancing
Post by: Succubus Dryad Of The Undying Comet on December 03, 2010, 10:30:13 PM
Quote from: Cronky on December 03, 2010, 10:08:19 PM
They should make Tag a real mode.

:)

(Once won a round of Tag in 6 seconds as Merc. It was awesome.)
Me too. Got a headshot, everyone left.
Title: Re: Deathmatch balancing
Post by: Cronky on December 03, 2010, 10:36:12 PM
Quote from: Succubus Dryad Of The Undying Comet on December 03, 2010, 10:30:13 PM
Quote from: Cronky on December 03, 2010, 10:08:19 PM
They should make Tag a real mode.

:)

(Once won a round of Tag in 6 seconds as Merc. It was awesome.)
Me too. Got a headshot, everyone left.

Mine was 1 grenade, 3 Spies. I'm not exactly sure why they all went the same way...

Next round was 3 Mercs vs Me though... so I guess I really lost in the end. ;)
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 03, 2010, 10:38:17 PM
Quote from: savov on December 03, 2010, 10:06:24 PM
I think it will be easier if we list the UNbalanced thinks in dm so far. Sadly, I cant think of anything... it was perfect for me...


Mercenaries can kill spies from range, Spies cannot.

Mercenaries detect spies most of the time, spies can't do anything about it.

If mercenary get's overwhelmed, he camps, spies can not.

In order to kill a mercenary he needs to be either jumped or grabbed, To jump a mercenary is nearly impossible unless you are a host, because after you climb on something you are detected. To grab a mercenary is almost impossible due to the jump bug.

Mercenaries will acumulate kills faster than spies.

Spies camp a lot more than mercenaries, making the gameplay boring.

Spies have only 1 gadget and it's easy to dodge just by looking away.

Spies cannot aggro 1 mercenary, they are in risk of getting sniped by the mercenaries teammate.

Mercenaries can charge a wall, making spies going behind them, allowing mercenaries to spamm space till the button breaks, jump and turn around, and charge the spy before he even blinks.
Title: Re: Deathmatch balancing
Post by: CurdyMilk on December 03, 2010, 10:48:58 PM
Quote from: frvge on December 03, 2010, 05:41:23 PM
The DM with objectives is a nice idea IMO. It's based on roughly the same arguments that Valve had to introduce new ' crescendo events' in L4D2 to prevent camping.
Yes.  All we really need is objectives for the mercs to keep them focused on both the objectives and the spies.
Title: Re: Deathmatch balancing
Post by: LennardF1989 on December 03, 2010, 11:40:34 PM
Gametype ideas are welcome too, ofcourse.
Title: Re: Deathmatch balancing
Post by: Cronky on December 04, 2010, 12:05:13 AM
Now here are my personal answers to your post Dread...


Dread:Mercenaries can kill spies from range, Spies cannot.

A: If we give the spy a gun then it'll just be Merc Vs Merc.

...Not a bad idea just for gameplay variety. (Merc Vs Merc that is)

Dread:Mercenaries detect spies most of the time, spies can't do anything about it.

A: Slow down... Sounds like a crappy thing to say, but you do have a way around a Sound Detector/Visions. (Especially in PS from the sounds of it. No 360 MT Vision)

Dread:If mercenary get's overwhelmed, he camps, spies can not.

A: That one is just tough to balance. How to you stop someone from not moving? Of course if I'm on my last life versus two spies I'm going to camp in the room I feel most safe. At that point though it sounds like the Spies are winning. More kills = Spy's victory. (That is how a deathmatch works, right?)

Dread:In order to kill a mercenary he needs to be either jumped or grabbed, To jump a mercenary is nearly impossible unless you are a host, because after you climb on something you are detected. To grab a mercenary is almost impossible due to the jump bug.

A: This sounds like a CT situation/bug, not something that will be present on PS.

Dread:Mercenaries will accumulate kills faster than spies.

A: Only if the spies aren't trying to be sneaky.

Dread:Spies camp a lot more than mercenaries, making the gameplay boring.

A: Now spies can camp? Course I would call that more "Surveying the area". They are supposed to be like ninjas, not samurais. (Sorry, crap analogy. Sneaky Vs Aggro)

Dread:Spies have only 1 gadget and it's easy to dodge just by looking away.

A: I assume PS will allow for all gadgets to be used. Not sure why CT only gave you 1. Other than to "Balance" the mode by being annoying.

Dread:Spies cannot aggro 1 mercenary, they are in risk of getting sniped by the mercenaries teammate.

A: One teammate should be taking care of the sniper. That or don't go for a Merc in an open area.

Dread:Mercenaries can charge a wall, making spies going behind them, allowing mercenaries to spamm space till the button breaks, jump and turn around, and charge the spy before he even blinks.

A: CT problems shouldn't be taken into account. Jumping shouldn't break a Neck Break.

--------------------------------------------------------------------------------------------

Perhaps instead of there being an objective, there are things much like Farley said earlier. What with Environmental things popping up, or shutting down.

The difference now is that they shut off regardless of Spy interaction. So periodically throughout the match the Mercs will have to go turn them on. Like say... in Aquarius... The Steam room steams up, or the Pirate Room's Lights go out. Perhaps unlike CT Camnet can go down also. That'd be fun. :) The Merc has to hit the panels to restart them, but the Spy doesn't actually have to hack them to make it happen in the first place. Spies get a random advantage, Mercs need to move to rid them of it.

(Though they COULD hack it to make it happen now, rather than whenever it randomly decides to go off)

In deathmatch only. I'm liking the rest of these ideas as separate game modes.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 04, 2010, 01:54:02 AM
Do you guys even realize how ridiculously fun dirty tag was?  If you never played it, it was just tag where the spies tried to get each other killed.  Some of the funniest things I have ever witnessed have happened while playing dirty tag. 
Title: Re: Deathmatch balancing
Post by: monterto on December 04, 2010, 07:54:12 AM
I openned this thread ready to rant and rave about how much of an idiot the OP is for even mentioning /dm, but I am pleasantly shocked to see some fantastic ideas in here. Good on ya guys, good on ya.
Title: Re: Deathmatch balancing
Post by: Cronky on December 04, 2010, 08:35:20 AM
Quote from: monterto on December 04, 2010, 07:54:12 AM
I openned this thread ready to rant and rave about how much of an idiot the OP is for even mentioning /dm, but I am pleasantly shocked to see some fantastic ideas in here. Good on ya guys, good on ya.

Get ready for the best idea than!

We don't change Deathmatch at all. Plus we make it the only mode in the game!

This way we save the dev team from having to make all those silly, unnecessary objectives, and get to playing the full game sooner!

Plus they wont have to make anything other than Flashbangs and Flares for gadgets! Don't worry, I know it's a great idea.
Title: Re: Deathmatch balancing
Post by: Spark Mandriller on December 04, 2010, 09:23:41 AM
Quote from: savov on December 03, 2010, 10:06:24 PM
I think it will be easier if we list the UNbalanced thinks in dm so far. Sadly, I cant think of anything... it was perfect for me...

you never faced a merc who just camping a corner the whole game?
Title: Re: Deathmatch balancing
Post by: Cronky on December 04, 2010, 09:37:47 AM
Quote from: B-3A Misty Lady on December 04, 2010, 09:23:41 AM
Quote from: savov on December 03, 2010, 10:06:24 PM
I think it will be easier if we list the UNbalanced thinks in dm so far. Sadly, I cant think of anything... it was perfect for me...

you never faced a merc who just camping a corner the whole game?

Not a live one.
Title: Re: Deathmatch balancing
Post by: Spark Mandriller on December 04, 2010, 09:59:09 AM
I used to do it sometimes if I was waiting for people to come online. Just get an unkickable account, and then sit in the corner. Spies can't do shit to you.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 04, 2010, 10:19:56 AM
Yes, but if the spies have .PL in their name, prepared to see MVT in action, cause jesus christ, once they get angry they just pop and poof!


PS: The best thing i've ever did with my teammate is just play Tag on DM TSJ as spies, we would be strategic and somehow manage to get one of us killed by tazing each other next to the merc, ofcourse it's problematic when a mercenary is a noob and doesn't manage to kill you in that period of time ><
Title: Re: Deathmatch balancing
Post by: CHOKE ARTlST on December 04, 2010, 11:04:30 AM
Quote from: Rambo on December 02, 2010, 12:44:26 AM
i never got the point of playing dm - story mode is simply better in all regards.

it's not like you couldn't play a deadly style in story mode, it's just that idiots don't understand the gameplay dynamic.

Well said. I second that motion.
Title: Re: Deathmatch balancing
Post by: Cronky on December 04, 2010, 11:29:13 AM
Quote from: Wormfood on December 04, 2010, 11:04:30 AM
Quote from: Rambo on December 02, 2010, 12:44:26 AM
i never got the point of playing dm - story mode is simply better in all regards.

it's not like you couldn't play a deadly style in story mode, it's just that idiots don't understand the gameplay dynamic.

Well said. I second that motion.

In response to that I'd have to bring back up that, at least to me, DM isn't just about, "Hey I want to kill the Mercs instead of take objectives". It's both teams being on the same page. Killing the Mercs becomes marginally easier when they are potentially using a hefty amount of their gadgets protecting an Objective point you never plan on going to.

Though perhaps playing a "deathmatch" in story mode was a way to balance it. A false objective for Mercs to cover. A potential for less that the Spies would have to worry about.
Title: Re: Deathmatch balancing
Post by: VaNilla on December 04, 2010, 01:53:59 PM
All a deathmatch is about is killing the opposition, it's not a deathmatch once you start adding objectives.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 04, 2010, 02:00:07 PM
Quote from: STON3COLDKILLA on December 04, 2010, 01:53:59 PM
All a deathmatch is about is killing the opposition, it's not a deathmatch once you start adding objectives.

+1, ye silly blick
Title: Re: Deathmatch balancing
Post by: VaNilla on December 04, 2010, 05:34:44 PM
:O, we should play SC tonight :P
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 04, 2010, 07:47:38 PM
No chance, my laptop now overheats to 100C* just by switching youtube.


Anyway back on topic.
Title: Re: Deathmatch balancing
Post by: Cronky on December 05, 2010, 05:23:06 AM
You know...

With the balance that's inevitably going to be put on the gadgets, the netcode (or whatever it's called) not giving the host some significant advantage, and a game that doesn't have hardware problems because it was made back in 2005...

Deathmatch will probably be as balanced as it was "supposed to be" in CT. Though camping is also one of those things you're not going to be able to alleviate completely without giving an objective (Or so it sounds like. Which also defeats the purpose of a Deathmatch); the simple fact is balance is going be coming up in more ways than one simply because the problems of the past have been talked about, and are going to be fixed.

Some things SHOULD be changed about it. Like getting to use all your gadget slots. Thinking about it again though, not much HAS to change about it.

Just a thought.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 05, 2010, 05:32:27 AM
To alleviate camping I have found the solution.  Simply install a system that detects how much a merc has moved in the last minute or so.  If he hasn't moved the required amount of distance in the time limit, then make the merc self destruct in a pink explosion that sounds like a fart. 

Title: Re: Deathmatch balancing
Post by: monterto on December 05, 2010, 07:22:31 AM
Quote from: B-3A Misty Lady on December 04, 2010, 09:23:41 AM
Quote from: savov on December 03, 2010, 10:06:24 PM
I think it will be easier if we list the UNbalanced thinks in dm so far. Sadly, I cant think of anything... it was perfect for me...

you never faced a merc who just camping a corner the whole game?

I love the forklift on Deftech
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 05, 2010, 08:25:55 AM
I always thought of the forklift as a giant middle finger to the people who actually want balance in DM.  And that's, everyone.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 05, 2010, 03:18:31 PM
What you don't want a balanced DM where you can just pop into it and enjoy it? Because so far I can't really enjoy DM and I refuse to play as a spy since it's horribly unfair.
Title: Re: Deathmatch balancing
Post by: Cronky on December 05, 2010, 04:59:51 PM
Quote from: DreadStunLock on December 05, 2010, 03:18:31 PM
What you don't want a balanced DM where you can just pop into it and enjoy it? Because so far I can't really enjoy DM and I refuse to play as a spy since it's horribly unfair.

Most of your previous reasons though could be put into 2 categories:

1.) Problems of CT

and

2.) Reasons why there is an actual challenge

I'm all for changing up some stuff (Use of all gadgets) or making new modes (Merc "Story Mode"), but you also have to take in consideration that half of your list of complaints is null simply because we're not talking about CT.

(Though the list is good to take down as "Things to avoid putting in PS".)
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 05, 2010, 05:39:15 PM
It may be a challenge to DM a mercenary in story, but it's almost impossible against a "Quality" player.
Title: Re: Deathmatch balancing
Post by: VaNilla on December 05, 2010, 10:08:49 PM
I would suggest the main reason for that was auto-charges and overpowered MT, without that it should be fine :P
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 05, 2010, 11:48:42 PM
I just hope there is no Auto-Aim on the bullcharge, jesus christ I hate that thing.
Title: Re: Deathmatch balancing
Post by: antidrip on December 09, 2010, 06:44:46 PM
In death match   why would i not camp a room with the other 3 mercs every game  if there is no other objective ?
Title: Re: Deathmatch balancing
Post by: ArgusMercenary on December 09, 2010, 07:48:18 PM
Quote from: antidrip on December 09, 2010, 06:44:46 PM
In death match   why would i not camp a room with the other 3 mercs every game  if there is no other objective ?

Because it's boring
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 10, 2010, 09:02:40 AM
Quote from: antidrip on December 09, 2010, 06:44:46 PM
In death match   why would i not camp a room with the other 3 mercs every game  if there is no other objective ?

Well there aren't 3 other mercs unless I missed a post or something with that being a suggestion for a game mode.
Title: Re: Deathmatch balancing
Post by: ArgusMercenary on December 11, 2010, 01:32:41 AM
I really hated when the mercs had shotguns and started camping or the fact the only that "deathmatchers" used where Aquarius, Deftech and Warehouse. I really didn't like when they used warehouse which was probably 90% of the time I ever played deathmatch. However it doesn't matter to me if they add deathmatch or not. The people who played it were annoying on xbox. I remember this one guy who thought it was a good idea to play one spy and one merc and against the other spy and the other merc, when they started doing that, I just left before the game started.
Title: Re: Deathmatch balancing
Post by: CurdyMilk on December 11, 2010, 03:41:30 AM
Quote from: ArgusMercenary on December 11, 2010, 01:32:41 AM
I remember this one guy who thought it was a good idea to play one spy and one merc and against the other spy and the other merc, when they started doing that, I just left before the game started.
Hey, with PS all the options are open.  Things like this could be possible for unique game modes.
Title: Re: Deathmatch balancing
Post by: ArgusMercenary on December 11, 2010, 03:45:45 AM
Quote from: CurdyMilk on December 11, 2010, 03:41:30 AM
Quote from: ArgusMercenary on December 11, 2010, 01:32:41 AM
I remember this one guy who thought it was a good idea to play one spy and one merc and against the other spy and the other merc, when they started doing that, I just left before the game started.
Hey, with PS all the options are open.  Things like this could be possible for unique game modes.

It's not that I didn't like it's just that it didn't work correctly in CT. The only way to distinguish who was who was by communication. I found it stupid and boring in CT though, but maybe that was just because of the guy who was hosting. Also if it ever comes to happen it should be more than just killing each other. I'd prefer if it had objectives, maybe objectives only mercs can complete and objectives only spies can complete.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 11, 2010, 04:57:28 AM
I think things like Aquarius like hack panels that have a real change on the the match makes deathmatch theoretically better.  Things that give one team a real advantage would prevent camping, hopefully.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 11, 2010, 10:25:25 AM
Quote from: Farley4Fan on December 11, 2010, 04:57:28 AM
I think things like Aquarius like hack panels that have a real change on the the match makes deathmatch theoretically better.  Things that give one team a real advantage would prevent camping, hopefully.

Yet those hack panels don't create a lot of advantage, due to the fact that Steam is only inside the tech room, who would be stupid enough to go there?

Pirates room only made it a bit darker, but the thing is, Torchlight was more than enough, as well as you can turn lights back on in a second.
Title: Re: Deathmatch balancing
Post by: Farley4Fan on December 11, 2010, 11:50:50 AM
Like Curdy said, we aren't limited to Aqua-like effects.  I'm talking panels that can't be turned back on.  Panels that would cut off access to ammo rooms, panels that could disable mercenary communication, panels that could turn on the fire sprinklers that would show lasers from traps/mines, panels that make the whole map dark, panels that make the map loud and turn on generators that would trigger the merc sound reticle constantly, panels that would block camnet views.

Things like that.

And the best part is, you spread them around the map so that camping is prevented.  Theoretically.
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 11, 2010, 02:42:14 PM
I actually really love that idea, If that can be implemented well, DM would be hell of a fun.

Don't forget EMP protection field like on Bank.
Title: Re: Deathmatch balancing
Post by: frvge on December 11, 2010, 02:48:38 PM
Realize that we can do whatever we want. The power of Kismet is enormous for things like this. The funny thing is: you will probably not even need a programmer to get the desired effects. :)
Title: Re: Deathmatch balancing
Post by: DreadStunLock on December 11, 2010, 03:01:59 PM
Does that mean you will fire Lennard and Mulle and take over the world oO
Title: Re: Deathmatch balancing
Post by: frvge on December 11, 2010, 06:20:47 PM
First thing, no. Second thing: definitely yes.