Hello, fellow forgers. I am creating this new territories variant called: Enforcer. Pretty simple concept, players select a class with set AAs and weapons with infinite ammo. My only problem is with the custom classes I've added. Some of them work pretty well while others are to overpowering/underpowering. Here's a list of classes that I have made. Infiltrator-DMR,Magnum-Evade Medic-Needle Rifle,Plasma Pistol-Drop Shield Warden-Concuassion Rifle,Assault Rifle-ArmorLock Stalker-Spiker,Gravity Hammer Now here's a list of other classes that I thought of that I believe are too overpowering. But I would like to see what the community thinks of it. Air Assualt-Plasma Repeater-Jetpack Sharpshooter-Sniper Rifle-Hologram. Everybody is pretty much as tough as a rock. For example, it takes two shots with the sniper rifle to kill somebody even when you hit the head. (The infinite ammo does kind of compensate for this) Also is it possible to enable Tiers into this gametype? For example, one round there are three classes you can pick, the next one there are four. Be sure give any comments, advice or any criticism on this matter.
The Hammer and Concussion Rifle seem incredibly overpowered. I've played games like this before, and it was pretty much impossible to take out a heavy player with an explosive weapon. Also, the Hammer is (I'm guessing) a one-shot kill. This is very bad in a game where kills should be earned the hard way. One last thing: No Plasma Pistols. Ever. They instantly take off shields in a gametype where no other weapon can do so. Also, headshot weapon as a secondary? Expect this to be an overpowered class.
If you want to make a game like this you think about what role each class would take and don't just throw in random weapon + AA combo's. For example, if I were to make a gametype like this I would probably make a class with Sniper, No AA and no Secondary for offensive purposes, and like a medic class (with Drop shield obviously and then whatever weapon) for defensive purposes and then a class with a mix of the both, say maybe a Spiker and Armor Lock. Maybe 3 classes isn't what you're going for, but trust me it's going to be hard to find balanced classes. There will always be one that will stand out and everyone will pick it. Edit: Oh, and it's not possible to add tiers to a Territories gametype, the Phases in the loadout screen are a mistake in programing (I assume they are, they certianly don't do anything)
I have taken this into consideration, it takes an entire clip to kill a player with the Concussion Rifle however after playing a game with my family, I think I'll try to find another weapon to replace it. The Hammer does take two swings to kill a person, I probably should've mentioned that. The reason for the Hammer class is to help protect a territory after it has been captured. Yeah, I totally agree. Consider the plasma pistol gone. That is exactly what I was thinking of through the entire devolpment of this gametype. My only problem I suppose was that I built this imaginary philosophy where every class needs a secondary weapon and AA. My only concern with the sharpshooter class is that if everybody picked it. They would dominate the whole game. (Not fun) Oh and forgive me. I forgot to include the Active Camo AA with the Stalker class in my description. Edit: I just talked to my brother and he stated that the Warden class was underpowering with the Concussion Rifle due to the 1.5x overshields I've placed on the characters. So In a way, it works just the way I intended it to. That reason being is slowing/dazing players as they come to the territory.
I have to be honest, it sounds a lot like you want to make invasion slayer, but the twist is that the territories capture points instead of additional weapons and such. I recently played a gametype sort of like this. However it used Assault, Neutral as its gametype. I mention this because it played really well. Unfortunately I don't know who built it, but this guy is whom was leading the party Solo XIII. The gametype was really well designed and used a focus rifle for the main damage dealer, it also used a medic class, an infiltrator class, and a couple of others. I recommend tracking this gametype down. It was seriously well built, and the map we played on was perfect too. It was called Dead Center. Learning a bit about this may help you in your endeavors.
Yeah, unfortunetly people pick the most offensive class all the time, and never go for the strategic classes or anything. But people are like that so.. Just keep testing and tweaking, it'll end up awesome. Oh, and plasma pistol could work if it was the only weapon in the class. I assume that weapons cannot be picked up. amirite?
Okay, first off I'd like to thank everyone for their comments and feedback. I've composed a new list of classes along with some rules that are in the gametype. Recon - DMR - Evade Medic - Plasma Pistol - Drop Shield Warden - Plasma Rifle - Armor Lock Sharpshooter - Sniper Rifle - Hologram Stalker - Energy Sword - Active Camo Player traits: 1.5x Overshields 150% Damage Resistance 50% Melee Modifier 75% Shield Recharge 50% Health Recharge Respawn Traits: 2.0x Overshields 150% Damage Resistance 50% Melee Modifier 75% Shield Recharge 50% Health Recharge Territories Traits: You can use AAs in the territory A waypoint appears over you're head that can only be seen by your team. Other stuff: Plasma sword takes two strikes to kill a player. Sniper rifle requires almost an entire clip to kill a player. Melees are obviously reduced in damage.
Are the weapons balanced now? Cause it sound like it would take a long time to kill somebody with that Recon class..
Due to the high "Hit Points" of your classes I would suggest an even more limited health regen. Depending upon your map size and style, I would even maybe recommend a no health regen with only a couple of health packs on the map. A small map, only two, a medium three, and a large, maybe four...maybe. The reason I suggest this is you have a medic class. Don't eliminate his effectiveness by making it too easy to heal.
Yeah, it use to be. So that's why I switched the DMR with the Magnum. Here's the changes I've made to some of the classes. Recon - Magnum - Sprint - 3xPlasma Grenade Medic - Plasma Pistol - Drop Shield - None Warden - Assault Rifle - Armor Lock - 3x Plasma Grenades Sharpshooter - Sharpshooter - Hologram - 3x Plasma Grenades Stalker - Gravity Hammer - Active Camo - None That is exactly what I was thinking about when making this gametype. But sadly if you were to set the health regen any lower, (which is zero) the medic wouldn't be of any use at all. It's strange, but that's how it is. I'm not sure what you mean by this. But I wanted to let you know that Enforcer is compatible with all maps. There's nothing too exclusive about it.