For all the haters

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For all the haters

Post by Guest on Mon Jun 20, 2016 9:59 pm

As some of you may or may not know awhile ago I took over the mod from Phred and developed it myself, even released it on jkhub.

I have my ideas for balance, and a crew of co-admins among whom are coincidently the best players of all 3 professions, and they can help me if I feel the need to consult them.

If I have an idea and I consider it good, then I won't give it up just because either of you whines about me changing things, or not doing them in your favour.

My concept is pretty simple - I want a balanced, fast paced gameplay where being passive doesn't stop aggressive tactics too much, and where bugs and obvious imbalances aren't kept for the sake of some stupidly perceived "skill ceiling".

I realized Lugormod lacked balance, so I started reworking it, simple as it is.

tl;dr non of you is going to discourage me from changing the mod the way i believe is suitable. i played the game enough on all professions, and by playing i actually mean fighting people different way, a trait that distinguishes me from the former developers of the mod.

### Server specific adjustments (They're done by the plugin which contains sskills, rather than inside the mod itself, you won't see these on any other Lugormod server):
- protect + absorb disabled (again)
- 1/5 of nonsplash shots don't get deflected by saber
- flechette alt nerfed a little (10 % lower dmg)
- jedi mindtrick enhanced a bit (disables jetpack within close radius; aimed can reach further and also distorts camera)
- none prof cannot use absorb with guns
- none prof has a doubled regen with saber, and any received dark force damage is halved
- mind trick is usable much more discreetly (little sound)
- saber throw impossible while absorb is on


### List of changes (in comparison to the more recent old lugormod servers like boss/ew), i'll list only the ones that strictly affect balance:

- lightning does 1 dmg per fp, previously did either 1 or 2 thus ~1.5
- push cooldown 2.0 sec, previously 1.4
- pull cooldown 1.2 sec, previously 1.4

- heal heals 35 hp at the highest level, previously did 50. 5/10/25/30/35 sounds more balanced, jedi already has enough stronger protect force and doesn't need to rely on heal spam

- grip turns saber (half blade) off properly at the finishing choke
- drain drains less fp, doesn't allow drainlock (a technique to keep your opponent at perma regen stun)
- saber throw capped at 30 (the value that was intended by the game devs)
- speed + absorb is a little prone to push/pull, just a slight knockback that pushes out of saber's reach.

- mercs have more knockdown resist and are faster with lighter (non-splash) guns
- flame radius is longer while being gripped, to prevent the backflip abuse
- tweaks in push/pull mechanics, more factors added (such as crouching and standing still to increase resistance, while moving or being mid air decreases it)
- stun caused by self splash damage is now static 0.7 sec (except flechette alt which due to firing two bullets can double it often to 1.4), was between 0.4-0.9 sec

- recovery after force rage slightly nerfs force regen and makes the player more prone to push/pull
- a player rushing while raging won't be that easily pushable as before
- no more halted force regen when gripping a jumper
- drain has a 2 sec cooldown, previously 1.5
- rage recovery nerfs own push/pull

- grip has a 2 sec cooldown after being broken through flameburst, previously 1
- merc's max forcepower is now 50, previously 75
- holding grip without targeting a player will no longer halt force regen

- countered push stun 0.8 sec, previously 1 sec
- push while getting up from a knockdown doesn't throw back too much
- firing ability halted for 0.5 sec when affected by push/pull
- pull affects projectiles (kinda pushes but in random direction)
- knockdowns from push/pull are a little longer (0.9 sec) with heavy guns, previously static 0.7 sec

- jump level 4 height same as level 5
- force users can now use/pick most of the items previously unavailable to them (eweb, shield etc)
- lowered fall dmg by roughly 40 %

- drain recovers 1 hp per fp consumed, previously 1.2
- kicks are possible with any saber (not just staff) if walk button (default shift) is held


Edit: updated


Last edited by ufoski on Tue Aug 02, 2016 3:25 pm; edited 27 times in total

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Re: For all the haters

Post by Super SKUNK on Mon Jun 20, 2016 10:28 pm

He have his Words and made some updates to Lugormod its still playable and good.
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Re: For all the haters

Post by Gog on Tue Jun 21, 2016 4:28 pm

Really enjoying the changes, keep the good job over the server, we all needed that balance, maybe ill even come back to play! Also for all people who think it's a sarcasm - it's not.

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Re: For all the haters

Post by finy on Thu Jun 23, 2016 3:01 pm

Nice changes improved balance! Smile

But strafe jump back with good speed + grip -- is still OP
Merc have no way to escape this locks.
Fuel has too short distance.

I have an idea, but not sure about balance: is possible to decrease lock stun time effect for merc?
Or another idea: increase fuel range (not area).

Merc is good class, but some players abusing non-escapable gridlock.

There good, very skilled players in this game, but unavoidable things -- another thing.
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Re: For all the haters

Post by A Dog on Thu Jun 23, 2016 3:52 pm

Sweet. One thing though, some sith players insist on playing passive, on less than 100 hp they spam push to create distance and a breathing window for force regen so they can heal. The process is repeatable and annoying.
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Re: For all the haters

Post by Guest on Thu Jun 23, 2016 5:09 pm

Back strafe does exceed flame range, but I'm not planning to deal with that, it needs open space + preparation to work anyway.

Updated the post.

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Re: For all the haters

Post by Dr. Donkey on Fri Jun 24, 2016 9:52 am

Thanks for posting these changes, some of these I wouldn't even have noticed. Nice to see even more balance brought to the game. I really wanna say props to your work ufo. I think you and bob have put a lot of work and effort to keeping this server alive and lugor enjoyable!
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Re: For all the haters

Post by Guest on Sat Jun 25, 2016 1:17 pm

ty for all the kind words =)

Updated again

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Re: For all the haters

Post by A Dog on Sat Jun 25, 2016 3:17 pm

Great changes.
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Re: For all the haters

Post by pete on Sat Jun 25, 2016 3:21 pm

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Re: For all the haters

Post by Guest on Thu Jun 30, 2016 9:40 am

Updated again, highlighted in this manner

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Re: For all the haters

Post by Guest on Sat Jul 02, 2016 2:27 pm

Updated, bolded as usual

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Re: For all the haters

Post by SgtMichalek on Tue Jul 05, 2016 9:28 am

Gog wrote:Really enjoying the changes, keep the good job over the server, we all needed that balance, maybe ill even come back to play! Also for all people who think it's a sarcasm - it's not.
Gog
1v1?
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Re: For all the haters

Post by Guest on Sun Jul 10, 2016 7:20 pm

As usual search for these

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Re: For all the haters

Post by A Dog on Sun Jul 10, 2016 7:48 pm

So, what's the difference between having level 4 jump and level 5 jump now?
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Re: For all the haters

Post by Ricoo on Mon Jul 11, 2016 11:48 am

idk if u have level 5 u can ''fly'' , 4 not :O
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Re: For all the haters

Post by Guest on Mon Jul 11, 2016 7:16 pm

^ wat he said

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Re: For all the haters

Post by bro on Wed Jul 20, 2016 11:46 pm

Something was changed??? How often actually since first post? Dafuq...
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Re: For all the haters

Post by A Dog on Sun Jul 31, 2016 7:19 pm

Merc user's force is back at 75.
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Re: For all the haters

Post by Guest on Tue Aug 02, 2016 3:18 pm

Yeah because drain was nerfed a little, regens less hp.

Highlighted along other changes in recent days.

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Re: For all the haters

Post by A Dog on Wed Aug 03, 2016 3:30 pm

Jedis are suffering huge nerfs I see.
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Re: For all the haters

Post by Guest on Wed Aug 03, 2016 5:45 pm

I'll be honest that these jedi nerfs aren't exactly in my favour, it's the other admins who insisted on these. Hence they're kinda optional in the mod, and enabled just on this server.

We're planning to redesign professions anyway, jedi / sith / merc became dull, the aim will be to introduce a dozen of specialized classes, including but not limited to saber users / grey jedi / scout mercs (these are just examples). ETA on this is autumn, if nothing screws up meanwhile.

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Re: For all the haters

Post by A Dog on Wed Aug 03, 2016 7:07 pm

That sounds absolutely awesome. I just hope it won't backfire.
I also hope that all credits I have collected so far and sskill points I bought will stay on their place in case I am forced to change the profession.
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Re: For all the haters

Post by Guest on Wed Aug 03, 2016 7:39 pm

No plans to wipe credits/accounts until 2020

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