Invader
09-03-2010, 09:34 AM
Now, I have some ideas on how to fix up our ultra-unbalanced MP we have here. Constructive criticism is appreciated! :)
PARASITE VARIETY 1: THE EB/EG-EB/CB-HEADSHOTTER: In my opinion, this is the saddest variety of Parasite. They can't handle a challenge. They can't handle hitting *gasp* a MOVING target. So they zap you and blow your brains out, giving you a... 5% chance of survival. My idea is this: having certain weapons in your loadout prevents you from using certain Plasmids. All Tonics can be used with all weapons, but not for Plasmids.
My constraints I would put:
Elephant Gun- Cannot have Winter Blast, Electro-Bolt, or Telekinesis in your loadout.
Crossbow- Same as Elephant Gun
Nail Gun- Cannot use with Insect Swarm or Winter Blast
-OR-
How this would work is it works very similarly to the above idea, but more leniant. What this would do, is if you have a wapon and Plasmid that are known for these Parasitic behaviors, you cannot use it while the Parasitic weapon is drawn.
EXAMPLE:
You have a loadout: Weapons, MG and EG. Plasmids, Incinerate and Electro-Bolt. When you have the MG drawn. You can switch between Incinerate and EB. You then draw EG. You are stuck on Incinerate, therefore making the gun non-Parasitic.
Also, to reduce the Parasiticness of TK with these guns (or any gun, really) reduce the stun time for all objects, and make stun time depend on the size of the object being thrown.
PARASITE VARIETY 2: THE SUICIDER: This type of Parasitic creature exists only to piss you off. They don't feel you deserve your hard-earned kill. What they do, is they equip the Ressurection Tonic, and have the Grenade Launcher in their top weapon slot (so it will appear first when they revive). When they revive, within a fraction of a second, they pull the trigger on their GL, killing themselves. They still get a death tacked onto their kill/death ratio, only you didn't get your hard-earned ADAM, or your kill.
My fix:
-Change Ressurection so that you cannot use your weapons until you begin to revive,
-OR-
-Make it so that damage from your Grenade Launcher cannot harm yourself... unless your own grenade is thrown back at you with Telekinesis.
-Make it so you get points for a kill, even if the person getting killed will revive anyway
PARASITE VARIETY 3: THE 'NADE SPAMMER: This fellow is not as bad as the other Parasite varieties in a few ways... but is still pretty bad. What he does is he gets the Rate of Fire upgrade for the Grenade Launcher, and just fires off, in all directions when he sees someone near him. He will do this about twice as bad if he sees you disappear using Houdini, too.
My fix:
-Increase the drop from gravity put on grenades
-Slow down the rate of fire on the Rate of Fire upgrade, just enough for it to still be an upgrade
-Decrease damage done by Rate of Fire grenades
-Increase reload time on all Grenade Launcher variations
-Reduce splash damage!
-Alter the screen-shake so it only occurs on direct impact
PARASITE VARIETY 4: THE NAIL SPAMMER: This guy is a tough cookie. He's not all that bad, though. He can be taken down... usually. These guys can range on the scale of Parasiticness. Some use the Damage Increase, which can kill you in ~3 seconds. Others pair it up with Insect Swarm, blinding you and taking you down. Others... do both. Other others play fair, and I respect them.
My fix:
-Increase the revv time on the Damage Increase Nail Gun
-Increase reload time on Damage Increase Nail Gun
-Greatly increase recoil on Damage Increase Nail Gun
-Slightly decrease damage done by Damage Increase Nail Gun
-Slightly decrease rate of fire on all Nail Gun varieties
-For the Insect Swarm problem, see Parasite Variety 1
As I said, constructive critisism is greatly appreciated. ;)
PARASITE VARIETY 1: THE EB/EG-EB/CB-HEADSHOTTER: In my opinion, this is the saddest variety of Parasite. They can't handle a challenge. They can't handle hitting *gasp* a MOVING target. So they zap you and blow your brains out, giving you a... 5% chance of survival. My idea is this: having certain weapons in your loadout prevents you from using certain Plasmids. All Tonics can be used with all weapons, but not for Plasmids.
My constraints I would put:
Elephant Gun- Cannot have Winter Blast, Electro-Bolt, or Telekinesis in your loadout.
Crossbow- Same as Elephant Gun
Nail Gun- Cannot use with Insect Swarm or Winter Blast
-OR-
How this would work is it works very similarly to the above idea, but more leniant. What this would do, is if you have a wapon and Plasmid that are known for these Parasitic behaviors, you cannot use it while the Parasitic weapon is drawn.
EXAMPLE:
You have a loadout: Weapons, MG and EG. Plasmids, Incinerate and Electro-Bolt. When you have the MG drawn. You can switch between Incinerate and EB. You then draw EG. You are stuck on Incinerate, therefore making the gun non-Parasitic.
Also, to reduce the Parasiticness of TK with these guns (or any gun, really) reduce the stun time for all objects, and make stun time depend on the size of the object being thrown.
PARASITE VARIETY 2: THE SUICIDER: This type of Parasitic creature exists only to piss you off. They don't feel you deserve your hard-earned kill. What they do, is they equip the Ressurection Tonic, and have the Grenade Launcher in their top weapon slot (so it will appear first when they revive). When they revive, within a fraction of a second, they pull the trigger on their GL, killing themselves. They still get a death tacked onto their kill/death ratio, only you didn't get your hard-earned ADAM, or your kill.
My fix:
-Change Ressurection so that you cannot use your weapons until you begin to revive,
-OR-
-Make it so that damage from your Grenade Launcher cannot harm yourself... unless your own grenade is thrown back at you with Telekinesis.
-Make it so you get points for a kill, even if the person getting killed will revive anyway
PARASITE VARIETY 3: THE 'NADE SPAMMER: This fellow is not as bad as the other Parasite varieties in a few ways... but is still pretty bad. What he does is he gets the Rate of Fire upgrade for the Grenade Launcher, and just fires off, in all directions when he sees someone near him. He will do this about twice as bad if he sees you disappear using Houdini, too.
My fix:
-Increase the drop from gravity put on grenades
-Slow down the rate of fire on the Rate of Fire upgrade, just enough for it to still be an upgrade
-Decrease damage done by Rate of Fire grenades
-Increase reload time on all Grenade Launcher variations
-Reduce splash damage!
-Alter the screen-shake so it only occurs on direct impact
PARASITE VARIETY 4: THE NAIL SPAMMER: This guy is a tough cookie. He's not all that bad, though. He can be taken down... usually. These guys can range on the scale of Parasiticness. Some use the Damage Increase, which can kill you in ~3 seconds. Others pair it up with Insect Swarm, blinding you and taking you down. Others... do both. Other others play fair, and I respect them.
My fix:
-Increase the revv time on the Damage Increase Nail Gun
-Increase reload time on Damage Increase Nail Gun
-Greatly increase recoil on Damage Increase Nail Gun
-Slightly decrease damage done by Damage Increase Nail Gun
-Slightly decrease rate of fire on all Nail Gun varieties
-For the Insect Swarm problem, see Parasite Variety 1
As I said, constructive critisism is greatly appreciated. ;)