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- Apr 18, 2017
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Alright, so it has become exceedingly obvious in recent time that shields serve no purpose in PvE.
In order to make events more challenging (ie. remove the god in god players), game makers have begun to use NPCs with weapons that pierce shields. what this does is make players who typically bumrush enemy forces stop and think about it, realizing that they can actually die when while they have shields.
(crazy right? shields are suppose to be natural in god mode right? oh wait thats only cqb, my bad.)
So, what is the point of this more or less informal post? We need armor back. Armor works against all enemies, and makes the game SO much more balanced between soldiers. the gap between marines, grunts, jakals, and prowler, last chancers, and Valkrye is laughable. many times a prowler or a last chancer or and ODST require 3 to four other players in a fight just for it to be even. (even then the 4 lose cause said prowler, ODST, or Valkrye just climb swep away to let their shields recharge)
Shields are a pvp only tool right now, since game makers have balanced events accordingly to still challenge the player base (which currently is mostly made up of shielded players, and minorly made up of non shielded players.)
Please bring back armor in its place, or at the very least, the old shield system that worked like armor and recharged only to a certain point (which was 50 at the time but im sure that can be slightly increased.)
if the HUDs are removed in the process, It is an acceptable loss for the actual game performance. I can even give you the old armor values to add up (reduced now because of the increase in damage resistance) I have images of my time in whiskey and rhino when armor was a thing if you dont believe the values.
List of (suggested) armor values (based on new damage resistances)
Dogma (new armor set) 225
formerly donator squad, heavy jetpacking)
ODST (new armor set) 175
(formerly 100 armor, it was fit with the idea of what fit in a pod)
Spartans 400
(meant to take quite a pounding)
Whiskey 150
(originally balanced with odst, but now just stands alone)
Rhino (new armor set) 190
(originally was 300, but now balances and has been tested to compare to a regular marine with 300 armor)
Gulf 0-4 300
(meant to be able to take an explosive to the face)
Naval Recon (new armor set) 125
(originally donated for by alexander with 300 armor, made no sense for a light scout troop)
Bulldog 75
Reaper 150
Swordfish 100
Freelancer 500
(on par with spartan)
Oni Director (400)
(wears spartan esc armor)
ONI S1 250
(combat unit)
ONI S2 200
(Information unit)
ONI S3 225
(engineering unit)
ONI S0 175
(leadership unit)
====================================================
below is recommended values for squads added post shield system
Last Chancers 200
(has high health already, and is a guard detail for navy.)
Valkrye 170
(medium armored jetpacking unit)
Prowler 150
(Light armored recon unit)
Zulu, Kilo, Victor
Alright Im going to make a separate suggestion for these guys to make it interesting. these are the starting regiments, and although everyone thinks they should suck, I disagree. Right now a regular marine in combat gear has the same health as a naval personnel in uniform. that does not make sense. if you want it to make sense, just take out the armor player model all together.... or you can actually give starting players some survivability.
I recommend armor based on class (not for every other company, just this one) It would add to rp as well as encourage players to stay with such a diverse group.
Rifleman 50 (frontline guys have moderate damage protection)
Corpsman 60 (need to balance a bit more protection with mobility. they are the most important)
Sharp Shooter 40 (lightly armored since they shouldnt be fighting up front)
Support 70 (heavy armor, needs to draw enemy fire)
Squad Leader 60 (similar to corpsman, need to be able to take a hit or two)
SoS/HOJ
I personally can not comment too much on these because of the large diverse classes that I mostly dont know/am not familiar with all of it, however I wish to try to recommend starting levels and balance off of that.
Grunts- 30 armor.
grunts are historically described as dying in small numbers, but a force to be reckoned with in large numbers
Jakals 70
A bit more duable than humans, but they werent known for heavy ammounts of armor. they weremeant to be extremly mobile.
(Starting) Elites 300 armor
This is assuming the number of branches for elites to travel up, and with that comes new weapons and armor. elite minors were weaker than spartans in lore, however the higher commands were much stronger than spartans, which is up to you I guess on balancing
(starting) Brutes 150 armor
Based more on the halo 3 brutes, they had large numbers of health but little armor. they already have the highest HP values on the server, but they still do need the armor to take some initial damage. anything higher and i'd increase to a total of 500 armor for warlord, who already has 999 health
Hunter 800 armor, 500 HP
notorious for their battleship plated armor, hunters a a bit weaker when firing on just skin and werent invincible. this set still allows them to take a three or four rockets without making them the ultimate pay to win class (which to be honest thats unavoidable)
if you disagree with my thoughts, thats fine.... but im trying to get a steady baseline on a system that is balanced but true to lore. we would see a lot less of people running and gunning (shielded players mainly), and more strategy and thought process in events. we would also have a more useful starting group (marines) which typically gets shafted during tasking as they have to let all the heavier armed groups push ahead.
This is a long post forgive me
And I address this next bit to the developers
@Killerstorm4 @Arsenal @Extrav
I know how difficult, time consuming, and how much work this would take. it would probably take up the freetim of the better part of a week or two. but this would drastically balance and make the server fun for new players and improve events. I appreciate the work you guys do, but the shield system and the damage resitance replacement just dont work. Please consider is a bit more past "na no armor." Shields are awful. half of the shield carriers, dont have shields in lore.
Not to mention shields dont work in events anyways, so it is currently a mainly PvP item.
thank you for spending the better part of 10 minutes reading that all, if you did. It took me most of today to write it.
In order to make events more challenging (ie. remove the god in god players), game makers have begun to use NPCs with weapons that pierce shields. what this does is make players who typically bumrush enemy forces stop and think about it, realizing that they can actually die when while they have shields.
(crazy right? shields are suppose to be natural in god mode right? oh wait thats only cqb, my bad.)
So, what is the point of this more or less informal post? We need armor back. Armor works against all enemies, and makes the game SO much more balanced between soldiers. the gap between marines, grunts, jakals, and prowler, last chancers, and Valkrye is laughable. many times a prowler or a last chancer or and ODST require 3 to four other players in a fight just for it to be even. (even then the 4 lose cause said prowler, ODST, or Valkrye just climb swep away to let their shields recharge)
Shields are a pvp only tool right now, since game makers have balanced events accordingly to still challenge the player base (which currently is mostly made up of shielded players, and minorly made up of non shielded players.)
Please bring back armor in its place, or at the very least, the old shield system that worked like armor and recharged only to a certain point (which was 50 at the time but im sure that can be slightly increased.)
if the HUDs are removed in the process, It is an acceptable loss for the actual game performance. I can even give you the old armor values to add up (reduced now because of the increase in damage resistance) I have images of my time in whiskey and rhino when armor was a thing if you dont believe the values.
List of (suggested) armor values (based on new damage resistances)
Dogma (new armor set) 225
formerly donator squad, heavy jetpacking)
ODST (new armor set) 175
(formerly 100 armor, it was fit with the idea of what fit in a pod)
Spartans 400
(meant to take quite a pounding)
Whiskey 150
(originally balanced with odst, but now just stands alone)
Rhino (new armor set) 190
(originally was 300, but now balances and has been tested to compare to a regular marine with 300 armor)
Gulf 0-4 300
(meant to be able to take an explosive to the face)
Naval Recon (new armor set) 125
(originally donated for by alexander with 300 armor, made no sense for a light scout troop)
Bulldog 75
Reaper 150
Swordfish 100
Freelancer 500
(on par with spartan)
Oni Director (400)
(wears spartan esc armor)
ONI S1 250
(combat unit)
ONI S2 200
(Information unit)
ONI S3 225
(engineering unit)
ONI S0 175
(leadership unit)
====================================================
below is recommended values for squads added post shield system
Last Chancers 200
(has high health already, and is a guard detail for navy.)
Valkrye 170
(medium armored jetpacking unit)
Prowler 150
(Light armored recon unit)
Zulu, Kilo, Victor
Alright Im going to make a separate suggestion for these guys to make it interesting. these are the starting regiments, and although everyone thinks they should suck, I disagree. Right now a regular marine in combat gear has the same health as a naval personnel in uniform. that does not make sense. if you want it to make sense, just take out the armor player model all together.... or you can actually give starting players some survivability.
I recommend armor based on class (not for every other company, just this one) It would add to rp as well as encourage players to stay with such a diverse group.
Rifleman 50 (frontline guys have moderate damage protection)
Corpsman 60 (need to balance a bit more protection with mobility. they are the most important)
Sharp Shooter 40 (lightly armored since they shouldnt be fighting up front)
Support 70 (heavy armor, needs to draw enemy fire)
Squad Leader 60 (similar to corpsman, need to be able to take a hit or two)
SoS/HOJ
I personally can not comment too much on these because of the large diverse classes that I mostly dont know/am not familiar with all of it, however I wish to try to recommend starting levels and balance off of that.
Grunts- 30 armor.
grunts are historically described as dying in small numbers, but a force to be reckoned with in large numbers
Jakals 70
A bit more duable than humans, but they werent known for heavy ammounts of armor. they weremeant to be extremly mobile.
(Starting) Elites 300 armor
This is assuming the number of branches for elites to travel up, and with that comes new weapons and armor. elite minors were weaker than spartans in lore, however the higher commands were much stronger than spartans, which is up to you I guess on balancing
(starting) Brutes 150 armor
Based more on the halo 3 brutes, they had large numbers of health but little armor. they already have the highest HP values on the server, but they still do need the armor to take some initial damage. anything higher and i'd increase to a total of 500 armor for warlord, who already has 999 health
Hunter 800 armor, 500 HP
notorious for their battleship plated armor, hunters a a bit weaker when firing on just skin and werent invincible. this set still allows them to take a three or four rockets without making them the ultimate pay to win class (which to be honest thats unavoidable)
if you disagree with my thoughts, thats fine.... but im trying to get a steady baseline on a system that is balanced but true to lore. we would see a lot less of people running and gunning (shielded players mainly), and more strategy and thought process in events. we would also have a more useful starting group (marines) which typically gets shafted during tasking as they have to let all the heavier armed groups push ahead.
This is a long post forgive me
And I address this next bit to the developers
@Killerstorm4 @Arsenal @Extrav
I know how difficult, time consuming, and how much work this would take. it would probably take up the freetim of the better part of a week or two. but this would drastically balance and make the server fun for new players and improve events. I appreciate the work you guys do, but the shield system and the damage resitance replacement just dont work. Please consider is a bit more past "na no armor." Shields are awful. half of the shield carriers, dont have shields in lore.
Not to mention shields dont work in events anyways, so it is currently a mainly PvP item.
thank you for spending the better part of 10 minutes reading that all, if you did. It took me most of today to write it.
-SMMC Aible Reins
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