Senor Sauce
Member
- Joined
- Oct 28, 2022
- Messages
- 43
- Thread Author
- #1
Hello.
I am making this post because as of late, I have noticed many of complaints in the 'balancing' that is being done for a lot of the new changes. I would like to give a few of my suggestions and thoughts on the topic, which also encompasses a lot of sentiment from other players I've spoken to about these systems. Feel free to add any comments should you have anything to add. If you are one of the people behind the scenes, use this as a forum to explain away whatever reasoning there is, or update the players on what is being done to rectify these issues. Keep it civil and do not engage in pointless arguments. This is meant to be a constructive forum for everyone to communicate.
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First, I will bring up fatigue. I know George has another post about it here, so I will just be succinct should you not want to read through that. Fatigue is a system that, though promising, I believe to be unfun at the current moment. Having low fatigue is going to be rewarding, and having a lot of fatigue will be detrimental. It's a system that was paid for, so we are indulging in the sunken cost fallacy to try and make it work.
The arguments I've seen for it are:
- Remove it.
- Leave it to food and water.
- Only have it activate for heavier armors.
While I like the new changes added by M!NT (tyvm), I still believe this system to be slightly unfair for rebel players. After all, CPs when fatigued can just back up and go sit in the Nexus. Rebel players must actively find a place to not only hide where they will be safe, but also a place where they are able to sit/lay down at. So, my suggestions for this are:
- Make caffeinated/stimulant items lower fatigue. If you can afford heavy armors, you can afford some coffee or some similar rebel medical stim. (In theory you can, you can't right now but I won't get into that). You could also make it so some very filling foods give you some stuff back, similar to how Vortessence is recharged by certain foods.
- Have the food and water bar play a role in your fatigue. If you dip below 50% food/water, your fatigue increases faster, and if you're above 80%, you fatigue much slower.
- Keep the fatigue increase forgiving, and the decrease in fatigue by sitting/laying lenient. If I have to sit AFK for 15 minutes because I ran around with armor on for 5 minutes, then it's not a fun system.
**I will counter the 'you're not being smart by running around with your armor on 24/7' argument by saying all I have to do is take it off and put it in my inventory. It literally does nothing but inconvenience rebel players more. Furthermore, making it so rebel players can't be constantly geared is another handicap that Combine players don't have, and frankly that is not a nerf that is necessary.
My suggestions are:
- Remove it. It sucks, nobody uses it, and it's actually not even necessary for us to have.
- Make the armor give 100 armor, but it completely prevents channeling of energy due to the weight and restrictions. This way, you can take up the support role without also being able to be offensive.
Astro certified idea.

- Make it balanced for melee in some way (perhaps by doing the above or something similar). If it's not going to be balanced for PVP, maybe it is a useful item against Antlions or such.
**Now, like Astro, you may be inclined to say this:

And my response would be this:

Once your skills are good enough, apply here. (Obviously I kid)
My suggestions are:
- Reduce crops to 1 seed per item, with a say ~20% chance to give 2.
- Add seeds to smugglers/BMD sales. Make them somewhere in the range of 15 chips per half bar of hunger than one item gives you, or something.
When adding a system, allowing players to test it first before it is fully implemented will allow for preventative methods, rather than trying to fix a poor system after it is already implemented.
Thank you for definitely reading everything I have written and providing normal and constructive feedback.
I am making this post because as of late, I have noticed many of complaints in the 'balancing' that is being done for a lot of the new changes. I would like to give a few of my suggestions and thoughts on the topic, which also encompasses a lot of sentiment from other players I've spoken to about these systems. Feel free to add any comments should you have anything to add. If you are one of the people behind the scenes, use this as a forum to explain away whatever reasoning there is, or update the players on what is being done to rectify these issues. Keep it civil and do not engage in pointless arguments. This is meant to be a constructive forum for everyone to communicate.
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First, I will bring up fatigue. I know George has another post about it here, so I will just be succinct should you not want to read through that. Fatigue is a system that, though promising, I believe to be unfun at the current moment. Having low fatigue is going to be rewarding, and having a lot of fatigue will be detrimental. It's a system that was paid for, so we are indulging in the sunken cost fallacy to try and make it work.
The arguments I've seen for it are:
- Remove it.

- Leave it to food and water.
- Only have it activate for heavier armors.
While I like the new changes added by M!NT (tyvm), I still believe this system to be slightly unfair for rebel players. After all, CPs when fatigued can just back up and go sit in the Nexus. Rebel players must actively find a place to not only hide where they will be safe, but also a place where they are able to sit/lay down at. So, my suggestions for this are:
- Make caffeinated/stimulant items lower fatigue. If you can afford heavy armors, you can afford some coffee or some similar rebel medical stim. (In theory you can, you can't right now but I won't get into that). You could also make it so some very filling foods give you some stuff back, similar to how Vortessence is recharged by certain foods.
- Have the food and water bar play a role in your fatigue. If you dip below 50% food/water, your fatigue increases faster, and if you're above 80%, you fatigue much slower.
- Keep the fatigue increase forgiving, and the decrease in fatigue by sitting/laying lenient. If I have to sit AFK for 15 minutes because I ran around with armor on for 5 minutes, then it's not a fun system.
**I will counter the 'you're not being smart by running around with your armor on 24/7' argument by saying all I have to do is take it off and put it in my inventory. It literally does nothing but inconvenience rebel players more. Furthermore, making it so rebel players can't be constantly geared is another handicap that Combine players don't have, and frankly that is not a nerf that is necessary.
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- Next, I would like to talk about Vortigaunt armor; something that was recently brought up in the Vort channels. Currently, it gives 50 armor (Making Vorts 250 HP total), but HEAVILY reduces your Vortessence drain. Many Vortigaunt players have made a complaint that 50% of your Vortessence bar is completely unfair and unbalanced, which I tend to agree. While wearing the armor, you can only shoot 2 beams before it is completely drained. Here is a post just made about it as well.
- The arguments are:
- - Vorts are not meant to be front-liners, they should be supports, so they shouldn't be able to wear armor and still fight unperturbed.
- - The armor is unfairly balanced and takes too much Vortessence and therefore that should be reduced to make it more balanced.
My suggestions are:
- Remove it. It sucks, nobody uses it, and it's actually not even necessary for us to have.
- Make the armor give 100 armor, but it completely prevents channeling of energy due to the weight and restrictions. This way, you can take up the support role without also being able to be offensive.
Astro certified idea.

- Make it balanced for melee in some way (perhaps by doing the above or something similar). If it's not going to be balanced for PVP, maybe it is a useful item against Antlions or such.
**Now, like Astro, you may be inclined to say this:

And my response would be this:

Once your skills are good enough, apply here. (Obviously I kid)
- ---------------------------------------------------------------------------
My suggestions are:
- Reduce crops to 1 seed per item, with a say ~20% chance to give 2.
- Add seeds to smugglers/BMD sales. Make them somewhere in the range of 15 chips per half bar of hunger than one item gives you, or something.
- ---------------------------------------------------------------------------
When adding a system, allowing players to test it first before it is fully implemented will allow for preventative methods, rather than trying to fix a poor system after it is already implemented.
Thank you for definitely reading everything I have written and providing normal and constructive feedback.
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