Ultimate balance classes topic

Discussion in 'Feedback' started by olla, Jul 19, 2006.

  1. olla

    olla Member

    Messages:
    48
    Likes Received:
    0
    Trophy Points:
    0
    I noticed that there are various threads about the balance of all the classes in this mod (especially engineer and scout)!
    We shouldn't discuss this seperately for every class but for all of them in one thread.

    Please add ideas like this:
    Class Name
    Suggested changes:
    • my suggestion
    • another idea
    + my suggestion
    originalthread: http://empires-old.cw-hosting.net/cg...t=ST;f=7;t=511

    Description: Add some intelligent text how this should work ingame...
    Pros:
    • because it's cool
    • I want it
    Cons:
    • because its bad
    • I dislike it
    Alternatives:
    • what?
    • duh?
    _______

    EDIT: I changed the format a bit...
     
    Last edited: Jul 19, 2006
  2. olla

    olla Member

    Messages:
    48
    Likes Received:
    0
    Trophy Points:
    0
    Engineer
    Suggested changes:
    • add jumpjets
    • add swiss army pocket knife (LOL)
    + remove seismic grenade
    Description: Remove the seismic grenades for the engineer.
    originalthread: http://empires.cw-hosting.net/showthread.php?p=18477
    Pros:
    • will stop nade spamming
    • will take away attacking ability of engineer (making it a support class only)
    Cons:
    • will not balance the game
    • enhance other classes instead of weakening the engineers
    • will lead to class/squad hopping
    • will take away attacking ability of engineer (making it a support class only)
    Alternatives:
    • limit throwing range of granade
    • limit number of grenades to be thrown/carried/picked up from ammobox
    • limit number of grenades on ctf maps only
    • give the grenades to another class

    Scout
    Suggested changes:
    • allow scout to steal vehicles/structures
    • give seismic granade to scout
    • enable scout to steal resources from refineries
    • enable scout to steal spawn-lifes from barracks
    • enable scout to steal research from radar/cv
    • improve sniper gun (argh!)
    + improve tagging ability
    originalthread:
    Description:
    Pros:
    • will make the scout somewhat useful class
    • finally it would make sense to have sneaking ability
    • would stop class from beeing used as sniper
    Cons:
    • will only be useful near the end of each game
    • doesn't really imrove that class
    Alternatives:
    + make scout a living radar/camera (implemented for commander)
    originalthread: http://empires.cw-hosting.net/showthread.php?t=767
    Description:
    Pros:
    • will give the scout a real scout function
    • again it would make sense to have sneaking ability
    • would make the class useful from the beginning
    Cons:
    • Would lead to more sniper noobs
    Alternatives:
     
    Last edited: Jul 19, 2006
  3. Trid3nt

    Trid3nt Member

    Messages:
    2,155
    Likes Received:
    0
    Trophy Points:
    0
    What about making the scout able to steal small amounts of Res points from refineries?
     
  4. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
  5. HungryGuy

    HungryGuy Member

    Messages:
    451
    Likes Received:
    0
    Trophy Points:
    0
    Make the scout able to place cameras and radar dishes, and build them. Only ones they have placed. Also a tracker gun (shoots out tracking devices that stick ti vehicles and structures (infantry just rip them off of themselfs, but can't fire while doing this).
     
  6. dizzyone

    dizzyone I've been drinking, heavily

    Messages:
    5,771
    Likes Received:
    0
    Trophy Points:
    0
    well the scout is actually already a living radar/camera, for the commander, it just depends on his skill how far into enemy territory he can get and use his class to get further than all the other classes as infiltration goes
     

Share This Page