Sidearm Range Buff

Issues dealing with gameplay balance.
ol'smithy
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Joined: Sat 12 Jul, 2014 10:38 am

Sidearm Range Buff

Postby ol'smithy » Sun 25 Oct, 2015 7:12 am

Does anyone know what ended up happening to the commander sidearm range buff that was being talked about a while back? Maybe it shouldn't be in effect while moving/charging but a stationary commander should have standard range, kinda like tac/csm sergeants.
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egewithin
Level 5
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Joined: Mon 26 Jan, 2015 7:08 pm

Re: Sidearm Range Buff

Postby egewithin » Sun 25 Oct, 2015 7:25 am

They have been already buffed and works awsome.
ol'smithy
Level 1
Posts: 25
Joined: Sat 12 Jul, 2014 10:38 am

Re: Sidearm Range Buff

Postby ol'smithy » Sun 25 Oct, 2015 8:04 am

firatwithin wrote:They have been already buffed and works awsome.


I know about the damage buff, but I'm only talking range here.
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Caeltos
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Re: Sidearm Range Buff

Postby Caeltos » Sun 25 Oct, 2015 4:14 pm

I didn't want to neccassarily add in the range buff alongside with a damage buff, because I still want melee-commanders to be more favorable in medium/close range (medium range, being primarily for their ranged weapon ornaments) whereas the range oriented-commanders excel at range-combat no matter what distance.

The damage buff that I decided to go along with, has shown some good results in stance-dancing to add some more element to the game, that encourages players to be even on the defensive, and be rewarded for it, whereas before - it had little to no effect really, due to the amounts of shots fired required to yield any result.

You can utilize the damage buff quite well, espicially where LoS blockers exist, or camp heavy-cover on important locations to at least punish incoming units, or at least soak damage until you can send reinforcements.

Maybe I'll due to some finicky stuff, and maybe reduce certain damage - but increase the range, to add furthermore characteristics to the commanders and how they function. The end-result is to deviate, and make commanders feel alot more different in their weapon arsenal and how they can approach certain skirmishes, rather than be linear in their approach (as in, melee commanders - will only go melee-head on charging).

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