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Showing content with the highest reputation on 12/13/2021 in all areas

  1. My current stance on balance is that survivors are much more powerful than specials, aside from tanks. Forcing infected players to farm tanks to consistently have a chance to wipe a team. I do not like this state and it also makes infected feel very boring for players who just want to be impactful on the regular specials without feeling forced into farming for a tank +heals. 1. Nerf tanks, probably 9/10 team wipes are caused by tanks. Idk about everyone else but I find tanks are also pretty boring to play against. With the current balance it's way too easy for decent players to farm 80 points off boomers or rocket jockeys and single handedly wipe a team with their tank +heal. I would change tank buys to 75 points and remove the ability to heal as tank altogether. 2. Buff special infected damage. a) Smokers are nearly worthless in gc outside of a few locations in campaigns. They barely give any points and rarely do significant damage. I would 2x the damage of strangling a survivor, thus greatly increasing the threat of them and increasing their point gain as well. b) boomers are very low skill floor and generate a ton of points, encouraging many players to spam them over other specials too frequently. I know boomer point generation has been nerfed before, but that still doesn't seem like enough to me with stomach acid and other achievements. I would further reduce boomer vomit point generation by approximately 30%. I would also increase boomer scratch damage to 10, greatly increasing their threat at close range to survivors. c) spitters. "SPIT AND DIE" is a very old concept in gc and I think it could be revamped. Spitters do good damage and have good utility already, but idk why players have to die after spitting otherwise they are essentially useless. This can be very alienating to new players getting roasted for not suiciding after spitting, although still trying to be useful. If possible, I would reduce spitter recharge time by about 60%. This would allow players to for example sit on top of a building and spit below frequently until a survivor deals with them. I know a few locations where this could be abused with coordinating players as spitters, but would be interested to see how this affects the game pace and play style of this special. d) jockeys. Nerf rocket jockey damage, buff jockey riding damage. Rocket jockeys generate a ton of points from the landing damage and bonus points. I think jockeys should be able to quickly incap survivors caught out, similar to smokers, but shouldn't be close to hunters in terms of landing damage. I would reduce rocket jockey damage by 50% and increase jockey riding damage by 30%. This increases incentive for players to clear teammates as soon as possible but worry a bit less about the flying jockeys they are nearly impossible to counter consistently. e) chargers. I think chargers are one of the most well balanced specials currently. They are fun to play, high impact but without being overpowered, and very counterable with melee weapons. No changes I would suggest. f) hunters. Buff max high pounce damage. 25 damage is a bit weak as a top damage potential, especially with the insanely high skill cap and squishy nature of this special. One awp shot or one ak bullet to the head will kill a hunter, making them easily counterable for decent survivors. High level hunter players are not rewarded enough for their skill level, and I believe this is a bad thing for the replayability of these players. I would increase max high pounce damage to somewhere between 30-35. This would also buff their point generation as well, increasing incentive for players to improve their skills on this special. g) witches. Witches are in a pretty good spot, but severely outclassed by tanks. Witches are fun to play against, but become a bit too strong with 45 point dangerous witches. I would reduce witch cost to 15 points, and a dangerous one to 25. I would also 2x the cost of buying dangerous witches. This will make infected players who have a lot of points really think whether a tank or dangerous witches is more valuable. If there team has been spamming witches all game, it greatly adds incentive to save up the 90 points for dangerous. this will encourage more players to buy witches, especially is they have a hard time getting many points, allowing them to have a solid impact on the team, but shouldn't destroy the survivors so easily if it is much harder to buy dangerous witches. This is a long post and I am not even sure if all these changes are possible or how many players would agree with my suggestions. Regardless, gc hasn't seen a major balance change in maybe forever, so I feel like it would be a good way to bring a fresh feeling to the server. Bonus suggestion for Jackie. Increase server tick rate. I have spent my fair share of time working through plugins and sourcemods, and found a way to increase server tick rates from 30 all the way up to 100. This makes the game feel incredibly smooth for all players, even on 20 lerp, and I highly recommend looking into it if possible. I can provide more details on how we did this if you are interested, just let me know. Also, I know gc board members have been quiet lately so I'm unsure if there is even interest in large revamps to the server, but I hope some people like myself still have the interest to warrant this. if you read through the whole post, let me know your thoughts on my suggestions, if people have better ideas, I will update the post. tldr: nerf tanks into the ground, buff every other special. Long live gc and max is best player. Have a nice day (Posted on mobile, apologies for any grammatical or formatting errors)
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  2. I Agree, hopefully changes could be made. The game is still fun.
    1 point
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