jb wrote:I'm curious to hear some feedback from folks who have used this relic on med. to small maps. Personally, I feel that having a redeemer-type item available this easily throws us out of balance.
This is my fault for not explaining it more clearly. The only thing Redeemer-ish this shares is the Damage Model:
No, not really. I wasn't basing any of this off of anyone's description, or listing of numbers. It's based off of my playing with the item. One doesn't need any 'help' in comparing this to a redeemer.
The Vengence is simular.
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So to get the same killing power (damage = hp/second) you would need more then 6 vengence relics going off at the same time at the same location.
This is nice on paper, but it really doesn't mean much in an actual game. I don't think anyone is going to say the vengeance is 6 times "less" than a redeemer, no matter how you arrange the numbers.
There is no player with that much hit points in the game. All that matters is what it does to the players, not what "extra" is out there.
So....
There are only 5 waves with the vengence with each wave having a larger area of effect. Each wave does 80 hp of Damage. The maximum area of effect is the same, 2000 game units
...is the part that matters. 5 ever-increasing waves that do minimum of 80 hp's each.
The other major difference is you do have to Die to get the Vengence to go off and you have no controll where it will go off at when it does (like if you get railed in mid air. The damage will happen at the point of death, mid air, and not where your body lands).
Well, in a way, you are making my point. "Have to die" ?? What that actually means is that you don't have to do anything, you are free to fight your opponents, and
if you should die, you get this bonus redeemer-ish explosion. No planning needed, no skill, no timing, no effort. Just pick it up w/o leaving your path many times, and continue to fight. There is no drawback (not currently).
Yet with a redeemer, you must select it, shoot it, and it cannot be shot down, and so on. "Have to die" is not a drawback at all.
(not to mention many of us who play team games like CTF or ONS have Suicide bound to a key. Vengeance at will.
Oh I agree it could be tweaked down some what.
Ok. That's a start.
But I just wanted to point out that while it does share some simular ideas as a redeemer its still not the same boat and it has some draw backs to help balance it as well.
What are the drawbacks exactly?
I was thinking if we can make the Vengence a bit rarer relic
Yes, "rare relics" is an idea I've been promoting all along. I'm for that.
or after its dropped, hid it right away for say 30 seconds.
Might not be a bad idea. So long as it comes back right where it was dropped. Moving it to a new 'random' location in the map would not be as fair. One player or team could wind up getting it over and over. But the reward for taking out the guy shuld be to take his relic.
We also can ditch the current damage model and make it more like an normal explosion. Have it do a lot of damage in one one shot with out any delay.
I would prefer something a bit more original (not that anything really is anymore). Something along the lines of the Pandora's box opening, and a bunch of screaming/flaming skulls come flying out, in search of victims. If one get's you, you're dead. But rather than a solid 'wall' of death, it would be some dying by these flying ghouls, while others stood right next to them and watched the carnage. Of course still only balanced if it does not respect FF.
Granted but the oppsite effect could happen just as easily, one person taking out his entire team or the people close to him if they respawn (say on assult when the reenforments respawn in stages) and the Vengence relic is right near the spawn? How about some idiot graping it runing right up to the flag carriers and going boom? The sad truth is that people will always find a way to abuse what ever system we have in place.
We cannot totally 'code' llama's out of the game. Nor should we sacrifice quality for the rare llama. At some point, players and admins need to take action.
We can certainly try to make "acts of llama" less rewarding though, but in this case that would mean damaging teammates as well. It is much more abusable by llamas as it is now, then if it damaged teammates.
There should be a price to pay, for something so powerful. This is nothing dif than a good map maker making the DA hard to get to, or the class10's, and so on. If you want the big guns, you gotta take a risk. There is no risk with current vengeance.
Thats why I was thinking that after the vengence goes off the relic should not be dropped, but it should be respawned at a new location, then hidden for 30 seconds before it shows up to players and can be picked up. This would stop at vengence train run for example....
Yes, it would, but as I mentioned, taking it to a new location presents it's own 'imbalance' issues.