Proposal:Balancing

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Please follow the format. Sign your name with 4 tildes (the ~ things). If you change your mind on an issue, please sign your name again this way, so we have a date where you jumped ship.

This page is all about how best to rebalance all the things. I mean classes. Whatever. If you have an idea, bring it up.

Contents

Accepted

Fix the prefab lag

  • Suggested by: Marisa Kirisame <3 (talk) 00:40, 5 November 2013 (MST)
  • This has been moved to the Accepted section because it is universally agreed that this needs fixing and it's on Jagex's to-do list. --Marisa Kirisame <3 (talk) 14:18, 26 January 2014 (MST)

For

Against

Discussion

  • This is seriously crippling the Engineer right now. Well, it's cripping any prefab-making full stop. --Marisa Kirisame <3 (talk) 00:40, 5 November 2013 (MST)

Rejected

Proposed

General

Increase knife damage

For

Against

Discussion

  • The knife currently does less damage per second than the pickaxe. It is twice as fast, but has only a third of the damage per hit. I think it's damage should be increased from 20 per hit to 50 per hit. Gamerzap (talk) 03:40, 6 November 2013 (MST)
    • I'd say make it a one-hit kill. If you let someone get that damn close to you, especially with the thing that really isn't cut out for building, you kinda deserve it. --Marisa Kirisame <3 (talk) 17:59, 28 December 2013 (MST)


Bring the grenade damage closer to 0.x

For

Against

Discussion

  • I can't kill a damn thing with the 1.x grenades. The 0.x grenades are much more brutal. But I haven't heard any complaints about them. --Marisa Kirisame <3 (talk) 14:13, 26 January 2014 (MST)
    • I'd like to point out that the grenades from the Classic CTF mode seem to work OK. You should just use those. --Marisa Kirisame <3 (talk) 19:22, 27 January 2014 (MST)
  • I get kills with grenades, but that's because I will force situations where I can use grenades just to use them. There is almost no situation currently where grenades are actually useful.

Commando

Reduce the accuracy of the Single-Barrel RPG, especially at close range

For

Against

Discussion

  • The accuracy's not really the problem, I would rather see the RPG changed so that it does maybe 50 damage instead of 200. It would have to have more knockback, though. I think it would be good if it's main use was to damage someone and knock them away so you can easily take them out with the minigun. Gamerzap (talk) 15:06, 4 November 2013 (MST)
  • Does nobody know how to dodge slow moving projectiles these days? I am strongly against reducing the accuracy of the RPG. If your concern is that the commando's RPG should not be effective at close range, then I guess the only way to deal to it is to increase the splash range? Which opens up a whole new can of worms. I believe the commando should be good at close range, because otherwise it's going to be demoted to a minor class. --Marisa Kirisame <3 (talk) 18:34, 4 November 2013 (MST)

More Triple Barreled RPG knockback

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Against

Discussion

Greater Grenade and Anti-Personnel Grenade splash damage

For

Against

Discussion

Marksman

CONSTRAINT: Do not nerf the marksman's primary weapons in terms of hits required to kill, as well as accuracy

For

Against

Discussion

Nerf Pistol reload speed

  • Suggested by Gamerzap

For

Against

Discussion

  • I'm undecided on this one - The pistol has a nice fire rate already, but the reload rate is far too quick. --♠ MarksmanGreenHead.png TntMatthew (♣Talk Page♣) BoltActionBlue.png ♠-- 11:12, 12 November 2013 (MST)
  • I'd say nerf the reload speed. Perhaps 3 seconds. The firing rate is fine - it's a pistol, after all. I'm undecided on whether to mark this a "for" or an "against". --Marisa Kirisame <3 (talk) 19:25, 27 January 2014 (MST)
Well, the problem is that it is a 2 hit kill to the head. I guess if they just nerfed either fire rate OR reload speed it would be good. Probably reload speed considering it is already barely slower than the fire rate, so nerfing the fire rate would cause us to have a 36 shot weapon with 2 shots a second that has no extra clips and displays ammo oddly.

Lower Mobility

For

Against

Discussion

  • I've decided I do feel strongly about this, actually. I think that a lot of the reason the marksman is so powerful at close range is his speed. The marksman is a long range class, he should not be able to dominate the other classes at close range. High speed doesn't help the marksman snipe, it only helps him fight at close range. Why should he be fast? I think he should probably be the second SLOWEST class, being faster than engineer but slower than commando and miner. Gamerzap (talk) 04:09, 7 November 2013 (MST)
  • I like the marksman's speed. His walk speed has already been lowered slightly in the Battle Builder update from what I've noticed. --♠ MarksmanGreenHead.png TntMatthew (♣Talk Page♣) BoltActionBlue.png ♠-- 11:11, 12 November 2013 (MST)

Replace Pickaxe and Knife with Spade

For

Against

Discussion

  • The pickaxe is a really strong weapon, and if the knife gets buffed it will be, too. The marksman should have the spade instead, because he shouldn't be really powerful at close range.
    • I disagree on this point. The marksman should have the pickaxe because it is more precise, while the commando should have the spade because it is more destructive. Both should ideally take no more than 2-3 hits to kill. --Marisa Kirisame <3 (talk) 14:15, 26 January 2014 (MST)
  • Instead the knife should be buffed to be equal(ish) or the swing rate of the pick should be reduced. I think the marksman is fast enough with his walk speed, I don't think he should be fast at digging as well as fast at walking. --♠ MarksmanGreenHead.png TntMatthew (♣Talk Page♣) BoltActionBlue.png ♠-- 11:09, 12 November 2013 (MST)

Reduce Semi-Auto Rifle clip size to 3, or increase the Bolt-Action Rifle clip size to 3

For

Against

Discussion

  • I feel as if the Semi is unequal to the Bolt, 5 shots compared to 1 is a little on the extreme side. I think changing the clip size to 3 in either one (Not both) would solve the balance issue. --♠ MarksmanGreenHead.png TntMatthew (♣Talk Page♣) BoltActionBlue.png ♠-- 11:15, 12 November 2013 (MST)
  • I already hate the semi-auto, I don't think it is better than the bolt-action. It's great at taking out other marksmen and engineers, but I find it is really hard to fight other classes with it compared to the bolt action because of it's low damage (3 headshots to kill a miner, 2 headshots to kill a commando, 3 headshots to kill a zombie) and engineers are easy to kill with the bolt action too because of their speed. Also, it's reload time is so long, that in the time the semi-auto takes to fire 5 shots the bolt-action can fire 4. Gamerzap (talk) 18:51, 28 December 2013 (MST)
  • I'm against reducing the clip for the semi. It used to be 10 in 0.x. There's at least one 0.76.something version where it's 5. 5 is a nice number for that sort of gun. --Marisa Kirisame <3 (talk) 18:03, 28 December 2013 (MST)

Miner

Buff the shotgun damage for close range

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Discussion

Make the pump-action shotgun actually efficient compared to the DB

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Discussion

Engineer

Increase the SMG falloff range

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Discussion

  • The SMG's range is dreadfully bad. Even the pistol outclasses it. It's also outclassed in the damage department. I'm OK with the damage levels, but the range needs a serious buff. --Marisa Kirisame <3 (talk) 00:19, 18 January 2014 (MST)
    • On second thoughts, the range isn't that bad. But the spread could do with some tweaking. --Marisa Kirisame <3 (talk) 20:12, 19 January 2014 (MST)

Increase the damage of SMG shots, and increase walking speed

For

Against

Discussion

  • I would rather see the recoil decreased and the accuracy increased. Also, I think buffs should mainly focus on the building aspect of engineer. Gamerzap (talk) 14:44, 4 November 2013 (MST)
  • I'm undecided on this one, although I would be very wary of increasing the SMG damage too much. --Marisa Kirisame <3 (talk) 18:47, 4 November 2013 (MST)

Move the landmine to the engineer, and give the Marksman a grenade instead

For

Against

Discussion

  • Well, I've always been keen on giving the Marksman a grenade. But of course, the landmine is a lot more fitting for the Engineer class. I don't know what slot I'd put it in, though. --Marisa Kirisame <3 (talk) 19:31, 27 January 2014 (MST)