Awaiting Feedback [FF2] Hale experience change, taunt crits and red side weapon balancing, server slot size increase and hitscan/sentry KB reduction suggestion (1 Viewer)

Would you see value in these changes being done for FF2


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    20
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Autismo

Well-Known Member
Joined
Mar 19, 2023
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181
You can tell by the title that these are big change suggestions towards the general experience for the game, nothing short of it, reasoning as for why I'm posting this:
  • Weapons on the red side currently have to be nerfed adruptly to keep the hale experience squeaky clean, thus watering down the experience
  • A quarter or a third of the people who play, from experience and seeing it, opt out of playing hale due to how harsh it can feel
  • Taunt crits serve as enchancers for weapon output, making weapon balance harder as a result
  • The player slot size from a personal side just stems from wanting to see more activity, panda has enough commoners on the server to fill it out to 32 players on good days, with what I'm already proposing this can easily be worked towards to make the hale good enough to warrant it
  • Hitscan for a good portion of the weapons that use it can stop a hale in their tracks, this is a means of counterplay but again the hale experience; Sentry knockback is the one the biggest contributors towards this issue, if a way is found to address this then it should be done, it would make the experience way better for hales and that's something I can from experience with one FF2 server I used to play on.
to start
  • The hale HP formulas will be creased by x1.7 to x2.1 depending on the hale in question, this depends on what the hale can do; This change will make hales into tankier bullet sponges and really hard to kill but increase the potential retention of people playing hale and opting in for it by making it a more light hearted experience
  • Taunt crits getting removed as a means to exercise better weapon changes, currently weapon performance stems heavily from this and inflates it as a result; Taunting is a risk vs reward type of gameplay with a good deal of downtime with each taunt performed and this is best abused by better players usually, it is.
  • Increasing the player slots from 24 to 32 is just a personal foot note of interest, hales could further be tweaked towards these changes which would hamper the red side experience on lower player numbers but make for better takes for higher counts.
  • Hitscan is obnoxious to deal with because there's no way to deal with it, there're people on the FF2 that exercise better aim/DM than others and hitscan currently serves as the forefront for hale negation, not projectiles.
it's personal preferences at the end of the day but currently there's a feedback loop for changes:
  • Weapon changes get suggested, usually very strong ones or hales that have insanely strong kits
  • People complain about said weapons or said hales being too strong
  • Said hales/weapons in question get nerfed or guttererd, or reworked/removed
  • Repeat step one for any changes
  • With how FF2 works currently this cycle won't end as long as "balanced" gameplay is held as the norm
which is why I think these changes to ff2 would free up the notion of having to hamstring every single weapon as a result, allowing for more room for a general increase to the gameplay for both sides.
 
I see no reason not to turn the server slot into 32, and i dont believe donator's votes should count considering they have no problems at all joining a full server
 
  • Disagree
Reactions: Otis/Uncodex
I am a donator and agree with increasing slot size. As for the boss health... It needs to be increased or we're not getting anywhere. All the fun weapons get nerfed, making people not want to play, bosses are decently weak even when weapons are nerfed, thus no one wants to play boss. Experienced and new players just find the game loop pretty boring now.
 
  • Agree
Reactions: Memez Jr.
I see no reason not to turn the server slot into 32, and i dont believe donator's votes should count considering they have no problems at all joining a full server
Because it would make the server too chaotic. It's already at 24 players for the most part. This isn't (at least for my part) me protecting my donator ''privilege'' of joining whenever I want lol
Donator votes not counting to that in particular as well is a very funny way of putting it, but whatever, sure.
 
  • Informative
Reactions: Memez Jr.
Because it would make the server too chaotic. It's already at 24 players for the most part. This isn't (at least for my part) me protecting my donator ''privilege'' of joining whenever I want lol
seen it, not that chaotic and that's with x10 weapon balancing, it's literally just more people to kill and even with the 28 player slot bug happening it didn't directly change much.
 
I am an avid complainer that Hales need a buff of sorts because most players really opt out from playing as Hale, but these changes ain't it man.

-The theoretical health buff is too much.
-Removing taunt crits completely kneecaps reds.
-23 players against one guy is already complete chaos and a tall order for most people playing Hale, we don't need to raise that number to over 30.
-Reducing sentry knockback can easily be argued that it hurts Hales more than it helps them.

I can agree that sniper rifles can be nerfed, and would have voted yes on it if it wasn't paired together with sentry knockback. And even then, sniper knockback is nowhere near as bad as it was on VSH 2-3 years ago so it's still tolerable.
 
  • Agree
Reactions: Otis/Uncodex
I am an avid complainer that Hales need a buff of sorts because most players really opt out from playing as Hale, but these changes ain't it man.

-The theoretical health buff is too much.
-Removing taunt crits completely kneecaps reds.
-23 players against one guy is already complete chaos and a tall order for most people playing Hale, we don't need to raise that number to over 30.
-Reducing sentry knockback can easily be argued that it hurts Hales more than it helps them.

I can agree that sniper rifles can be nerfed, and would have voted yes on it if it wasn't paired together with sentry knockback. And even then, sniper knockback is nowhere near as bad as it was on VSH 2-3 years ago so it's still tolerable.
Too much based on what though? Experience? If we're going to go in circles avoiding updates and balance changes due to guessing how it's going to go, we aren't going to get anywhere ever.
 
all in on nothing
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  • Haha
Reactions: KronKrian
Too much based on what though? Experience? If we're going to go in circles avoiding updates and balance changes due to guessing how it's going to go, we aren't going to get anywhere ever.
I think it's too much based on my belief that current Hale hp is fine. The issue with people not playing Hale is the lack of experience, and gaining experience with Hale starts by getting your ass beat repeatedly and thoroughly until it starts clicking and you progressively start to get beat less. Most people, somewhat understandably, don't want to learn like that, but that is inherently how playing Hale is learned in ff2 and vsh. Giving Hales more health will result in people lasting the beating longer, but they still getting their ass beat until they learn, while people with experience like Meve who already completely stomp the server as Hale in negative time get to do it with even more ease and gusto.

In any case I stand by my choice. All of the things the proposals here aim to change are, in my opinion, in a good spot and focus should be directed towards specific aspects of individual weapons, maps and Hales.
 
Too much based on what though? Experience? If we're going to go in circles avoiding updates and balance changes due to guessing how it's going to go, we aren't going to get anywhere ever.
Did you completely ignore the previous updates and changes or?
 

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