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  1. Unpopular opinion regarding turret rebalance
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  3. Going to start off with saying I hate the size of bases, I hate the amount of dinos, I hate the amount of lag in my base, and I love this change
  4. However this change came at a horrible time, and would've been a great addition on release but better sooner than later
  5. With the amount of turrets tribes now get per base hopefully it will reduce the amount of dinos they can have stored away as they will be much harder to defend in a single spot, this is healthy for smaller tribes in the long run as well(jk) this obviously doesnt affect caves(makes caves better if anything)
  6. Changes I would like to see:
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  8. Turret damage towards dinos (and maybe players) MUST BE INCREASED MASSIVELY, then slowly nerfed over time appropriately, I would rather see raiding tribes complaining about losing their dinos then defending tribes losing 4 months of work because turrets were too weak and people havent adjusted to the new meta, this has to be taken seriously, especially with the amount of dinos people have at the moment because of how easy they were to defend up until now the first few days of raiding will be overwhelming for tribes
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  11. Dino cap: Put each type of dino into categorys, specificly brontos stegos paracers rock golems and turtles(lol) No one likes dino cap due to breeding for best stats and the sheer amount we need from kibble farms, but when it comes to your tank dinos all you really need is health stats, I dont care if you want to breed for weight and melee, its almost unnecessary, in the current meta for mega tribes the amount of tanking dinos the raiding tribe can provide is endless, with the new turret change this could be overwhelming.
  12. Each alliance(yes, alliance) should be capped to a total of 80 tanking dinos, with something like 25 max of a single species, this way these dinos arent as disposable, and attacking tribes CAN ACTUALLY run out of offensive resources(they still wont but w/e) of course there will be ways around this like leaving dinos unclaimed but then we could just reduce the unclaimed timer
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  14. Dino Cap for tanking dinos: Put each type of dino into categorys, specificly brontos, stegos, paracers, rock golems and turtles(lol) into tanking category, No one likes dino cap due to breeding for best stats and the sheer amount of dinos we need for kibble farms, but when it comes to tank dinos there needs to be some restriction, in the current meta for mega tribes the amount of tanking dinos the raiding tribe can provide is endless, which could potentially be overwhelming, If turrets are capped, the dinos used against them should be as well, a total of 80 tanking dinos per alliance(yes, in game alliance) and something like 25 per species should be put in place. this will reduce otherwise endless offensive pressure raiding tribes have and also increase server performance as people will no longer be hoarding 300 brontos, there is obviously ways around this with alt tribes or unclaiming dinos(but we can just reduce unclaim timer)
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  16. Turtles, brontos, paracer, quetz and rock golems all have nerfed saddles, why dont stegos?
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  18. no one likes having our pride and joy theriz and rex breeds getting interfered with by the dino cap,
  19. Dino Cap for tanking dinos: Put each type of dino into categorys, specificly brontos, stegos, paracers, rock golems and turtles(lol) into tanking category, No one likes dino cap due to breeding for best stats and the sheer amount of dinos we need for kibble farms, but when it comes to tank dinos there needs to be some restriction, in the current meta for mega tribes the amount of tanking dinos the raiding tribe can provide is endless, which could potentially be overwhelming, If turrets are capped, the dinos used against them should be as well, a total of 80 tanking dinos per alliance(yes, in game alliance) and something like 25 per species should be put in place. this will reduce otherwise endless offensive pressure raiding tribes have and also increase server performance as people will no longer be hoarding 300 brontos, there is obviously ways around this with alt tribes or unclaiming dinos(but we can just reduce unclaim timer)
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  22. Turtles, brontos, paracer, quetz and rock golems all have nerfed saddles, why dont stegos?
  23. Minigun damage should be increased and range should only be reduced if placed on a platform saddle or if directly on the ground to prevent griefing, if it is placed on a structure it should have much higher range(double, triple?, this way its better for base defending(can actually hit fliers) and if you want to grief with it you actually have to claim ground verse the tribe to place one down (not sure if minigun is blocked by structures to begin with) also give this thing better angles
  24. Miniguns now can target unridden dinos, does this mean balistas/catapults etc can as well? would hate to see this looked over
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  26. Rocket dropping needs to be addressed, anyone who knows how to do this correctly will decimate ur base in no time, if ur offline this can be done in probly 20-40 minutes(if a dev wants to pm me I will explain the strat very few people use and why it is so broken, if it was popular it wouldve been nerfed long ago, similar to clusters)
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  28. Alright, you want to reduce fps lag in your base? and you want better server performance? why does my main base need 1500 walls?
  29. People have suggested to make walls bigger, but then there is the arguement if 1 wall is the size of 25 walls, and only has 10k health, it is too easy to destroy and make a huge hole, making it pointless, make a new tier of structures(obsidian tier?) that can scale walls ceilings and foundations to any size we want, so if I need a wall thats 10 high and 4 wide, I can craft that, if I need a wall thats 5 high and 5 wide, I can craft that, I don't want predetermined sizes that you choose, I want any size that I need for my specific design, this way my base is 4 walls, 1 ceiling, and 1 foundation, and while you're at it, add an octagon/hexagon/dixagon/whaterthefuckagon its called foundation.
  30. the health would get increased 10k per wall used, if you want a 5x4 wall, it has 200k hp, obviously this number should probly cap at some point or people would just make walls insanely high just for the bonus health, but 300k or 500k seems like a reasonable number and would help with the turret change, once ur turrets are down, your fucked anyways.
  31. there is some balancing issues to this however, like people honey combing with just obsidian walls and no doors and using teleporters to get in and out, but if u can cap how many turrets are in an area, im sure you can cap how many obsidian walls are snapped to a foundation or area
  32. also some people wont tear down their existing walls, but thats fine too, enjoy ur base lag XD
  33. Obsidian should not be able to go on platform saddles or rafts
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  35. I wrote this up quickly so im sure there is tons of flaws, but just throwing ideas out there
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  39. Changes I would like to see that are completely unnecessary and have nothing to do with this post
  40. The longneck is one of the most fun guns to use, but it is honestly terrible, for example when people had 755% longnecks in legacy, they were unable to kill players wearing 188 armor helmets who had over 300 health(I think it dealt around 240 if im not mistaken)
  41. The longneck needs some kind of change, it could
  42. a) have a higher headshot multipler
  43. b) ignore a percentage of armor similiar to the compound bow
  44. c) apply some sort of slow or bleed effect similar to the alpha allo, to make consecutive shots easier to hit and just flat out doing percent health to tames
  45. The scope on all weapons should act as a spy glass when zoomed in on players or enemy dinos, when im aimed on an enemy I want to know its an enemy, just a quality of life change that is long overdue
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  47. A change I would not like to see but probly beneficial is a max tribe memeber online count, in my opinion this number should not be able to exceed more than half the server slots (35 for island and rag, 50 for center)
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