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 Post subject: Comprehensive patch suggestion list
 Post Posted: Sun Jun 17, 2012 12:54 pm 
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Hi there,
I am a prestige 5 lvl 45 on xbox with near 100 hours played. Having played all the characters quite extensively, these are the things I would change for each, not only to bring balance between the characters, but also add new tactics and depth to the game.

This is a comprehensive list of changes i would make to all characters as well as just in general

General

Insert small indestructible turret under the overhang of the solar drill, this turret does half the damage of the regular turrets

Reverse superdroid spawning conditions so the team that lost the turret gets the super droid

Bot's levels automatically scale with the average level in the game

Enable a option to change the max number of bots/players per team. This easily opens up 2v2/1v1 game types

Fix the leaderboards

Enable a consecutive win bonus, starting at 2k, stacking up to 10k, this bonus is lost when you quit a match that has more players than bots.

Voltar

Drones no longer 'confuse' turrets when up close unless the the forcefield upgrade has been purchased

Voltar speed upgrade also adds a 'half jump'

Voltar recieves no solar bonus for healing Leons clones

Make Twisted nightmares (invert heal) free, or at least substantially cheaper (50)

Does not suffer a movement penalty when healing

Yuri

Time warp has no activation start up

Increase default time warp duration by 1 second and cooldown -1 second

Make carpet bombing round up the damage that is spread equally between the mines (results in slight increase to overall mine damage)

Leons strikes only cause Yuri to fall from flight if he is hit from behind

Lonestar missile's do not cause him to fall from flight, dynamite still does

[Optional] Map Yuri's laser attack to the right stick (Still unable to move when firing)


Leon

Increase Tongue cooldown by 0.25 seconds

Increase cost of 'Tongue Stretcher' to 150 solar

Increase 'Cheese & Garlic mints' (silence) duration: 0.75 seconds - 1.5 seconds

Make dummy's attacks replicate weapon effects too (slow, back stab ect), dummies max damage to turrets is 8

'Electrifier' works on a cooldown against enemy awesomenauts: slow duration 1 seconds, cool down 2.5 seconds, also slows attack speed, no changes against droids.

'Magnet Piercing' also gives 10% solar from damage to any enemy awesomenaut, increase cost to 220 solar

Leon can be knocked out of stealth after being invisible for 5 seconds

Leons strikes only cause Yuri to fall from flight if he is hit from behind

Leon can no longer back stab turrets

Clunk

Fix explosion radius

Increase slow amount on for 'Grease Lightning Snail'(+25%, +50%), upgrade also increases charge duration by .5 seconds per upgrade

Increase default missile flight speed slightly

'Improved Homing Sensor' also increases range of missiles, increase cost to 220. Missles curve away from enemy turrets when fired out of turrets range

[Optional]Replace blueprints container with new upgrade,"Ejection chamber", Cost 200: Reduces respawn time by 5 seconds, clunk is 'Ejected' from ship at light speed, skipping solar collecting section and always obtaining max possible solar.

Lonestar

Missile cost increased to 230, no longer causes splash damage, increase re-loading time by 0.25 seconds, missles fire in succession instead of simultaneously

Cyber bull works at point blank range

Lonestar missile's do not cause Yuri to fall from flight, dynamite still does

Increase techno viking helmet explosion radius, or change it to a wide cone in front of the bull

[Optional]:Replace 'Raging Bull' (movement speed) with a new upgrade "Barbed Horns" that makes the bull have a pull effect (sticks enemies to the front of the bull)

Froggy G

Fix Splash dash radius so it stays within what the animation outlines

'Can't Touch This' (tornado shield) no longer over absorbs damage

Increase 'Icecubes' (stun duration) cost to 180

Increase default range of blaster

Increase 'Twister Tweeters' (tornado explosion) effective radius

New map
Also I would add a new map with a turret layout that hasn't been done yet, keeping with max 4 turrets per side

AI station layout 2-1-middle-1-2
Ribbit 2-2-middle-2-2
Sorona 1-2-middle-2-1
New map 1-2-1-middle-1-2-1 (this map would be slightly larger)

Current map themes are Desert, jungle, Technology and each has some added effect (sorona worm, AI station anti grav & droid spawner ect.)

New theme
Snow/ice (Possibly in theme with yuri, soviet style tundra with bunkers ect)

environmental effect 'Radar jammer'

With my suggested layout of 1-2-1-middle-1-2-1 the jammer would be team controlled in the jungle area either above or below the middle. It's effective radius would be the middle to the 2nd row of turrets and it would jam intermittently with visible pulses. Each pulse disables enemy mini-map and droids briefly, becoming weaker the the farther the wave travels and stronger the closer the enemy is to the jammer. To capture the jammer an awesomenaut merely has to touch it to covert it to his side. It would also be placed in a hide-able area. The jammer would overload and explode once either sides drill core is exposed, making it an early game tool to fight over.

So thats me, some of these might sound strange (like clunks slow) but these are the changes I think would balance the game overall, creating new strategies and builds adding much more depth, and depth is good!

The list is quite extensive but I hope you enjoy reading the changes I propose, because this game is just so great and all I want to do is help make it better. so what do you reckon? :monkey:

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Last edited by Goinglopsided on Sun Jun 17, 2012 11:56 pm, edited 1 time in total.

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Sun Jun 17, 2012 7:33 pm 
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Nearly all of these are great idea's but I think giving the hyper bull a sticky upgrade is to OP, because you could "stick" them to your turret killing them to quickly

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 12:04 am 
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That happens anyway though even without slow as long as your good at predicting their paths mid jump, and besides your opponents should know if your going to try bull them into a turret, it's not too hard to avoid. If they have burst damage ready they can kill it in 1 go as well.

I was thinking it would just open up the option better for combining it with bull damage and being able to pin them against walls. Again though this is already possible, but it would just make it easier to pull off.

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 12:47 am 
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Goinglopsided wrote:
Reverse superdroid spawning conditions so the team that lost the turret gets the super droid


No.

Current super droid spawning mechanics exist as an incentive to protect your own turrets. The enemy cannot destroy the core if there are turrets standing in the way. Super droid/minion spawn mechanics in other MOBA's work in similar ways.

What you propose will give players an incentive to intentionally allow the enemy to gain the following:
1) Map control. So many players underestimate the ability to free roam the map.
2) Solar advantage. Destroying turrets grants solar to your entire team. Or in this case, the enemy team.
3) Access to your core. Because your team forfeited map control.
4) More free solar for destroying the super droid.

Is all of that worth the risk in order to spawn a super droid?
Switching the super droid spawn action will completely alter game play mechanics of MOBA for the worse.

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 1:24 am 
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Interesting how you put it with the super droid, i hadn't quite thought about it like that before.

With the super droid spawning reversed the way I saw it was more of a way for the team who just lost a turret to get back on their feet and not be steam rolled so easily, not only that but it also gives the defending team an incentive to protect their super droid since having it destroyed could likely grant a solar bonus to the enemy. It would also give a last line of defence for the drill core once the last turret was destroyed, delaying the drill core destruction.

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 1:32 am 
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Goinglopsided wrote:
Lonestar

Missile cost increased to 230, no longer causes splash damage, increase re-loading time by 0.25 seconds, missles fire in succession instead of simultaneously


Now that is something worth looking into. Increasing the reload sounds legit and successive firing is interesting. However, I do not see anything wrong with the splash damage or the knockback ability (in reference to disabling Yuri in flight).

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 9:39 am 
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The knockback effect on missiles needs to go, between dynamites knockback, missiles, and bull, yuri cannot channel a laser for more than 2 seconds.

A lonestar pretty much hard counters yuri, he can destroy mines, he can knock him out of the sky with ease, and if yuri dares try to get in a DPS war with lonestar, his laser wont get past the 2 damage mark because of lonestars braindead missiles popping yuri into the air. Im all for working as a team, but yuri cant even think of defending himself when a Derpstar shows up with his missile button taped down

Also, towards the suggested change to Improved Homing Sensor, i very much disagree with this suggestion. i love its cost/effect ratio as it is. Adding more range would be a bit obnoxious combined with his bigger missiles. The suggestion to remove its ability to hit turrets is silly, every character has ways to damage turrets unscathed if left alone, and i would very much like my missiles to hit the guy standing just barely in front of the turret instead of awkwardly curving away in a silly direction in attempt to avoid the turret...

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 12:46 pm 
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Leon is supposed to be Yuris hard counter, not lonestar. The missiles basically make him like leon when fighting against yuri. He doesn't need the missiles knocking him out of the air since he can already do that with dynamite AND bull. Let's not let all lonestars abilities annihilate Yuri. Clunks default missiles do the same damage as lonestars and don't cause knock back or splash damage(Except big pete/without AoE upgrade),so why not give clunk knock back and splash for the cost of 1 upgrade too? because that would be ridiculously unbalanced.

As for the homing sensor, the idea was it would only curve away if there was no enemies at the turret, so if one was there it would still lock on to the nearest enemy awesomnaut and hit the turret/them(So you could use it to avoid damage against defending awesomenauts). The way i see it with homing sensor is it's only really a good upgrade to get if your against froggy G or you dont use snare with bite (I'm a beast at aiming that bite :P )

The reason for the increased range was to make the upgrade useful when firing down lanes, since if your just standing there shooting droids/awesomenauts in front of you, the homing doesn't really add anything. Homing sensor also pretty much requires firing speed upgrade since the standard missile flight speed is just far too slow.

Though obviously the idea of missile homing away from enemy turrets, actually helping them survive seems quite silly. I couldn't really think of another solution to prevent him from easily wailing on a turret from afar with increased range, something no character should be able to do so easily without having to buy a few upgrades to be able to do it (Lonestar bouncing dynamite)

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 3:51 pm 
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I like the suggestions. Some I'm not so sure about.

The problem is this all looks pretty good on paper but how would it actually perform in game that's wherein the problem lies.

Then there is the point that Ronimo might be already in the final stages of their patch and might have already done their own tweaks based on previous input. You would have to play the new build and see if your suggestions are still viable for a possible next patch or if new issues arise.

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Clearly every character needs a nerf

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 Post subject: Re: Comprehensive patch suggestion list
 Post Posted: Mon Jun 18, 2012 10:17 pm 
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Prophet wrote:
Now that is something worth looking into. Increasing the reload sounds legit and successive firing is interesting. However, I do not see anything wrong with the splash damage or the knockback ability (in reference to disabling Yuri in flight).

I do, considering that a competent Lonestar can outrun a Yuri with Flash running since he gets completely crippled by missiles, and knockbacks can even be chained with the Blaster alone if he's hit from high enough. On top of that, both his Dynamite and Bull have knockback (and the bull is far worse for Yuri than most characters). Putting them together means getting hit once by Lonestar is going to kill you unless he makes a mistake. Successive missiles would make it even easier to stun lock him to death.

Goinglopsided wrote:
Leon is supposed to be Yuris hard counter, not lonestar.

Says who? Is there a single Yuri main that agrees with that?


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