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Make Defending Settings Better

Started by mug [553318] Committee on in Suggestions.

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mug [553318] Committee Committee

TLDR: Allow players to set turns they want to use their weapons and not just RNG, allowing players to use more legendaries like assassinate, finale, eviscerate, motivation, etc effectively as this defend system isn't as good with legendary release.

 

With the release of legendary weapons, the current sliders for the defend settings are extremely bad.  The release of legendaries has made them ineffective in many cases because you simply can’t do things like stack your motivation weapon or allow you to apply eviscerate and then move to the next weapon… It’s just not possible.

 

This system was fine for pre-legendaries (the rest of this paragraph is explaining attacking mostly for ched for if it hits 250) but after legendaries lets say I have a motivation secondary weapon as my secondary weapon and i turn reloads to off just to use the first clip and try to get stacks and then focus on my primary with the current settings i will be flip flopping very inefficently between using my secondary and primary trying to get stacks still at turn 20 into the fight… no one wants to do this we want to be able to use the entire secondary get our motivation stacks and then use the primary after… it’s not possible to do this when the RNG gods pick how our defends go.

 

This makes a lot of weapons not very valid to use for defends or at all.  Attacking was also and still very advantageous compared to being the defender and with legendaries this gap of how advantageous it is to be the attacker grew even further and created an even larger gap of how much better it is to be the attack over the defender.

My proposed changes are:

  1. Add button to melee “Use when out of ammo / nothing is set” so that it defaults to being used over fist/kick when guns that the person wanted to use are out of ammo or maybe they only had their primary set from turn 5 to 10 so turn’s 1-4 and 11-25 would all opt for melee.

  2. Add button to guns “Use when disarmed if available (will reload even if reloads are off)”

  3. Change it so players choose turns they use weapons instead of randomly % of what is used.



Could either change the slider to be like this:

 

Where a player can set the turns they want to use a weapon so as seen above 18 to 25 would be using the weapon on turn 18 to 25 and if there were any overlaps say another weapon was set to 1 to 20 it would just 50/50 them so if this 18 to 25 was primary and secondary was 1 to 20 then turn 18, 19 and 20 all just 50/50 between the secondary and primary since the turns overlap.  Or using just drop down boxes to select turn ranges as that is likely less of a pain in the ass.

 

  • This would allow a player to set their defend settings to use turn 1 their assassinate weapons, eviscerate, blindside. (currently players have to use the entire gun until it runs out of ammo despite the perk already being applied and done)
  • It would allow players to early on use motivation weapons the first few turns only buffing them for the rest of the fight instead of still using the weapon at turn 25 trying to stack on turn 25.
  • It would allow players with finale and execute perks to set the weapon to be used later into the fight where the bonus can actually be used for example around turn 20-25.
  • Players have the option to delay their temporary weapon instead of letting RNG use it or delay it, this allows them to easily set their temporary to turn 4 to bait the attacker and make it impossible to just wait their temporary out.
mug [553318] Committee Committee

Ched can always say no to anything is his game but we shall see :) no point to give up because a suggestion that is relating to the same systems got shot down.

 

I would have shot that one down as well. Unnecessary rebuilding of the whole system just cus you too lazy to edit your settings for 2 seconds. 

 

This would be a lot more manageable... and actually meaningful but we shall see what he says if it reaches 250.

deft [979003]

Not up or down voting, however I do feel that the attacker should always have an advantage and I'm fine with the way it is already. Currently it gives better opportunity for an underdog attacker to utilize some special tactics to pull out a victory. 

 

  1. This can be done by setting melee to 1%, it will always default to it after your primary/secondary ammo is spent.
  2. Can also be done by adjusting to 1%, I think at least.
  3. Probably challenging to implement. Group attacks can extend for hundreds of a defender's turns, so I guess the 25th option would have to be repeating.
Stente [1899758]

I think the key point on bullet 2 is the "reload-despite-reloads-being-off-if-other-weapons-are-disabled" - which is currently not doable.

Ad bullet 3, I don't see the suggested solution being any better than the current ones. Imagine you have chosen to defend with 5 first hits being melee (with a motivate weapon). Then attacker throws a flash, and your first 5 attacks all miss. Then you'd actually want MORE than the 5 assigned melee hits, before moving on to other weapons.

In my opinion there is waaaay too many variables in defending, to be able to actually set a hit-order that would work in all examples.