Board Thread:General Pixel Gun 3D Discussion/@comment-35545374-20180912040047

So I’ve been doing a lot of thinking (dying to Big Buddy even though it was aimed nowhere near me) and I decided to start to compile all the balance concepts that I thought were good (and some of my own) into a list. This will evolve over time, and I would love to hear feedback on this. Here it is:

GENERAL— MINIGUNS: Add a spin-up time, and can be spun idly without firing by pressing a button to toggle (in place of the scope). Increase movement speed while not spun up. While spun up, the wielder cannot jump, and is slowed significantly. Things like the Excalibur only give protection while spun up, but reduce much more incoming damage. SCOPES: Some weapons are powerful with scopes, some are weak. A thermal scope attribute should be added, which highlights all enemies in the line of sight (but not through walls, unlike X-Ray vision). Most snipers should kick heavily while scoped, and some other weapons, too, but not all of them, especially most of the primary weapons, where a kicking scope would remove their effectiveness. WALL BREAK: Reduce damage of all wall-break weapons. SNIPERS: Reduce fire rate (after all, they are snipers, not primaries) and increase headshot damage, while reducing bodyshot damage. Reducing clip sizes should also be considered. Most snipers should 1- or 2-shot headshot. DEBUFFS: Bleeding prevents health recovery and does low damage to health over a long period of time (but medkit removes it), poison deals rapid damage to health but can be removed by a medical pickup, and burning deals damage to both armor and health and cannot be extinguished through its relatively short duration. HEALTH: Slow, idle health regeneration added. HEAVY WEAPONS: Damage reduced, explosion falloff added (the further away you are from the explosion, the less damage you take), deploy time increased by 1 second, clip size decreased significantly, and reload time increased. The only one-shot heavy weapons should be fully charged, expertly aimed charge weapons. They also would now be able to knock back enemies. HOMING WEAPONS: Add a locking mechanism that requires you to lock on to enemies before you can fire homing missiles. Anything fired while not locked on will travel in a straight line. Locking can be broken by staying out of line of sight for 3-4 seconds, but locked missiles will continue to follow the target. Damage reduced, speed and flight time increased. If the weapon has a scope, lock-on time will be halved while scoped. Homing projectiles can be shot out of the sky.

WEAPON BALANCING— IMPULSE RIFLE: 25 shots per clip, has a damage ramp-up stat that causes it to deal 1 more damage each time it hits the same target starting at 3 damage per shot, zero bloom. CHAMPION PEACEMAKER: Increased damage, reduced clip size, making it a sidegrade to the Automatic Peacemaker. EXCALIBUR: Shield only blocks damage while barrel is spun up, blocks 35% of all incoming damage, damage slightly reduced. HERO: Fire rate to 99, clip size to 150, reload to 5 seconds, damage significantly reduced. VETERAN/WARMASTER/MECH HEAVY RIFLE: Damage per shot slightly increased, max bloom significantly decreased. MINIGUN SHOTGUN: Damage per pellet reduced, 35% larger spread, +2 pellets per shot, fire rate increased to 97, -4 bullets per clip. ORBITAL PISTOL: Should do a lot of damage with a longer charge time and 2-3 seconds of travel time, requiring prediction skill. Also, a cool idea would to be to give the scope the ability to look down on the map, pinging the location of moving players every 1.5 seconds, like a real radar. SHOTGUN PISTOL: -2 pellets per shot, more damage per pellet to compensate, 10% tighter shots. THUNDERER: Fire rate reduced, damage slightly reduced, scope to x4 from x2, 1 more shot per clip. DUAL HAWKS: Slightly increase fire rate and damage. CHAMPION MERCENARY: Ten-shot headshot kill, longer in between bursts. REAPER: Shoots six-shot bursts with less time between projectile. COMBAT YO-YO: Remove the hidden Wall Break attribute and reduce the range. SWORD AND SHIELD: Armor bonus is 10 points, but only applies while held. SWORD OF SHADOWS: Mobility to 80, damage is capable of one-shotting on a headshot but with a very slow swing speed, making it an assassin’s weapon. DARK FORCE SABER/ELDER FORCE SABER: Decrease damage and increase swing speed. BARRIER RIFLE: Projectile size increased, provide significantly more damage reduction to all weapons. DART RIFLE: Visible projectiles, bodyshot damage reduced slightly but headshot damage not changed. NAPALM CANNON: Initial damage increased, fire does more damage, fix the reloading animation. LASER BOUNCER/REFLECTOR: Lasers do less damage and ricochets cannot hit the same person more than once (can hit initially and once after, but no more). ONE SHOT: Remove crosshairs from hip fire, largely reduced fire rate and 1-2 bullets per clip, increased damage to compensate for the high risk and make it a consistent one-shot. ANTI-CHAMPION RIFLE/ANTI-HERO RIFLE/PROTOTYPE/PROTOTYPE S: Two shot headshot, four shot bodyshot, four shots per clip with slower fire rate. SEMI-AUTO SNIPER RIFLE/SAKAURA: Remove the dumb burst fire thing which just reduces the accuracy, and increase the damage per shot. It should fire once per button press. JUDGE: Damage increase, turning speed decreased, flight time increased, leaves a lingering smoke trail from where it was fired. Reload back to the old, longer animation. BIG BUDDY: Radius reduced, equip time +1 seconds, cooldown only decreases while held. GHOST LANTERN: Projectile hitbox and speed reduced, attack cooldown only decreases while held. STINGER: Rockets will attempt to hit any players near the crosshairs (instead of directly under them). ERASER: Only initial shot does damage.

OTHERS— EXPLOSIVE BARRELS: Can no longer be detonated by grenades or wall-break weapons. WEAPON CUSTOMIZATION: Give us the ability to add killstreak or kill counting modifiers to our weapons. Customizable skins would also be nice. RESURRECTION: Again, a counter to one-shot weapons is nice, but it ruins the gameplay. Make it so that the resurrection takes place over a long period of time, during which you can still be damaged but cannot fire or move, and also have the option to revive or not after death. And limiting its use to 2-3 times a match (1 in duels) would be a very nice option. ARMOR REPAIR KIT: A support gadget that functions similarly to a medkit, except it restores armor instead of health. Has a low cooldown (25 seconds) SUPPLY STATION: Replaces Medical Station. Provides ammunition, health, and armor to nearby teammates. Has a lifetime of 30 seconds and 50 health. Cooldown of 60 seconds. RING OF FIRE: Replaces Fire Mushroom. Creates a constant ring of fire around you that lasts for 20 seconds. 40 second cooldown. GUARDIAN: Fires much more slowly, and cannot function while a Mech is deployed. TURRET (GADGET): Increased health and decreased damage. It serves as more of a defensive utility that cannot dish out a lot of damage but can absorb a lot of it. MECHS: Duration reduced, movement speed reduced, health increased, slight deploy time.

Give me some feedback. Every bit helps, even if it’s negative! 