legacy-vorwerk
03-17-2006, 03:24 PM
Hi there,
I've been a fan of UT2004 for some time, and have been thinking lately about a nagging issue that I have with weapon balance in the game. (To be honest, I couldn't find a better place to post my idea, so I hope that this is a reasonable forum.)
My issue pertains to spider mines -- I think that, as implemented, they are simply too powerful:
1) They don't require any particular aiming skill.
2) The mines have a large "aggro" radius.
3) Just one mine can do a considerable amount of damage.
In my experience, mines unduly tip the balance of a fight far more than any other weapon. So, borrowing somewhat from the concepts of "crowd control" in World of Warcraft, I propose two different scenarios for mines in UT2007:
1) Instead of causing damage, spider mines "freeze" their targets (rendering them unable to move/fire) for a short period of time. This effect would stack, such that, if the target is hit with many mines, they remain frozen for a longer period of time than if they had just been hit with one.
OR ...
2) Spider mines are designed to "eat" metal. This means that mines behave as normal against vehicular units (i.e., they do the same amount of damage as they currently do in UT2004); but, against *players*, rather than causing damage (and loss of health), they "eat" some amount of the player's *ammunition*.
I believe that this idea would allow the mines to be used as a primarily defensive weapon, but could be employed (in combination with other weapons) as part of an offensive strategy. While these mines could tip the balance of the fight somewhat, I don't think that they would unfairly imbalance it.
Comments? Thoughts?
"Dr._V"
I've been a fan of UT2004 for some time, and have been thinking lately about a nagging issue that I have with weapon balance in the game. (To be honest, I couldn't find a better place to post my idea, so I hope that this is a reasonable forum.)
My issue pertains to spider mines -- I think that, as implemented, they are simply too powerful:
1) They don't require any particular aiming skill.
2) The mines have a large "aggro" radius.
3) Just one mine can do a considerable amount of damage.
In my experience, mines unduly tip the balance of a fight far more than any other weapon. So, borrowing somewhat from the concepts of "crowd control" in World of Warcraft, I propose two different scenarios for mines in UT2007:
1) Instead of causing damage, spider mines "freeze" their targets (rendering them unable to move/fire) for a short period of time. This effect would stack, such that, if the target is hit with many mines, they remain frozen for a longer period of time than if they had just been hit with one.
OR ...
2) Spider mines are designed to "eat" metal. This means that mines behave as normal against vehicular units (i.e., they do the same amount of damage as they currently do in UT2004); but, against *players*, rather than causing damage (and loss of health), they "eat" some amount of the player's *ammunition*.
I believe that this idea would allow the mines to be used as a primarily defensive weapon, but could be employed (in combination with other weapons) as part of an offensive strategy. While these mines could tip the balance of the fight somewhat, I don't think that they would unfairly imbalance it.
Comments? Thoughts?
"Dr._V"