Double Damage based on damage instead of time?

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Should Double Damage be based on damage instead of time?


  • Total voters
    24

Bullet10k

New Member
Apr 9, 2005
639
0
0
So like what I mean is, instead of the 30 secs, it could be like ### damage left. And ofcourse, if you miss a shot then that also deducts from your ### damage left, so you have to use your shots wisely not spam. I think then maybe it could be used for 1v1. Because right now DD in 1v1 is a bit retarded IMO (thats why it's off in 1v1), just run away with the shield and stack up while you're at it for 30 secs, which makes the DD useless. And even in FFA/TDM, it sometimes turns into "cat-and-mouse."

Oh and btw, a headshot with the sniper would deduct the same amount of damage as a normal shot.

I think this could possibly bring 1v1 to a new level, 1 person goes for the 100a, the other to the DD, depending on their style/situation.

Am I not seeing something here? Or is this a good idea assuming the amount of damage allowed is well balanced?
 
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Neophoenix

Bast's Pet
Aug 4, 2005
493
0
0
44
It depends on how many damage points you are allowing someone. If you give them too many a person with a high level of accuracy could dominate a map, which would make game play unbalanced IMO.
 

Bullet10k

New Member
Apr 9, 2005
639
0
0
Neophoenix said:
It depends on how many damage points you are allowing someone. If you give them too many a person with a high level of accuracy could dominate a map, which would make game play unbalanced IMO.
Something reasonable, obviously. Leave the numbers upto Epic, I'm sure they know what they're doing. I just wanted to get the idea across. Remember theres also the 100a on the other side of the map, to balance things out. Plus the DD spawns even less frequently than 100a in 2k4.
 
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edhe

..dadhe..
Jun 12, 2000
3,284
0
0
44
Scotland
www.clanci.net
Sounds quite interesting actually.

It would vastly change the dynamics of 1v1, and would make CTF with double amps a pretty harsh reality for those that can't control them. However there's the issue that amps MAKE people attack more, more offensive etc. To make an untimed amp would probably increase defensiveness.

I think either way there should be an 'AMP' mutator. You should be able to turn it on/off/timed/damage/droppable, well, maybe more of a game option that you have to go through than a mute.
 

dXII][Pa

FABRICATI DIEM, PVNC
Jan 3, 2004
546
0
0
Perhaps make it dependent on number of shots instead of damage? Say 10 shots. Enough to brake a deadlock in CTF but not enough to completly unbalance the game. For DM-type of games 10 shots may or may not be too much.
 

EL BOURIKO

New Member
May 24, 2005
181
0
0
Bullet10k said:
So like what I mean is, instead of the 30 secs, it could be like ### damage left. And ofcourse, if you miss a shot then that also deducts from your ### damage left, so you have to use your shots wisely not spam. I think then maybe it could be used for 1v1. Because right now DD in 1v1 is a bit retarded IMO (thats why it's off in 1v1), just run away with the shield and stack up while you're at it for 30 secs, which makes the DD useless. And even in FFA/TDM, it sometimes turns into "cat-and-mouse."

Oh and btw, a headshot with the sniper would deduct the same amount of damage as a normal shot.

I think this could possibly bring 1v1 to a new level, 1 person goes for the 100a, the other to the DD, depending on their style/situation.

Am I not seeing something here? Or is this a good idea assuming the amount of damage allowed is well balanced?

I am not to sure that I agree with your point...
 

SharKTanK

:zzz:
Oct 5, 2003
645
0
0
36
Manchester
EL BOURIKO said:
I am not to sure that I agree with your point...
So give your opinion instead?

I reckon the Amp should be left as it is. I know it's not used in 1v1, but still, having it timed leaves the person who picks it up in a position where they HAVE to move around to use it.
If it wasn't timed, then they could sit in one place and wait for people to come to them. Sounds a bit unbalanced imo.

I like the cat and mouse situations in some instances. Yes, people will moan about it being "lame" for someone to run away from an amped player. But come on, what else are they going to do? This then forces the person with amp to find their opponent and come out of a more defensive position into an aggressive one, before the amp runs out.

Leave it as it is.
 

LooseCannon

... but it's not pink ... ooh yes it is!
Oct 27, 2004
698
0
0
59
Hampshire, UK
/me wonders into the 2k7 forum seeing a SharKy post :)

I say leave it timed, as it is. More aggretion = more fun as far as my lame 'for a laugh' DM skills are concerned.

/me wonders back out
 

Persefone

Ms God!
Jun 2, 2005
252
0
0
Bullet10k said:
So like what I mean is, instead of the 30 secs, it could be like ### damage left. And ofcourse, if you miss a shot then that also deducts from your ### damage left, so you have to use your shots wisely not spam. I think then maybe it could be used for 1v1. Because right now DD in 1v1 is a bit retarded IMO (thats why it's off in 1v1), just run away with the shield and stack up while you're at it for 30 secs, which makes the DD useless. And even in FFA/TDM, it sometimes turns into "cat-and-mouse."

Oh and btw, a headshot with the sniper would deduct the same amount of damage as a normal shot.

I think this could possibly bring 1v1 to a new level, 1 person goes for the 100a, the other to the DD, depending on their style/situation.

Am I not seeing something here? Or is this a good idea assuming the amount of damage allowed is well balanced?
What´s that of "use your shots wisely". I wonder if you play this game...

First of all, the ultradefensive 1 on 1 we have now is caused by the lack of pickups, high scan and shield gun. The shield gun is out in UT2007 so it isn´t a variable to take into account, like the high scan problem.
Now for pickups and keeping in mind we want an agressive DM, A GOOD NUMBER OF PICKUPS AND THE COUNTDOWN IS THE ONLY WAY TO MAKE SURE A FLUID DM. If and idea like damage left is implemented, with only two pickups like you say, UT will be the definitive hit and run game. Once you get the DD and without a countdown, what stops you from running until you get a situation you consider adequate to shot?

Second, if in a game like this you are able to get a headshot with the Sniper Rifle, you deserve a headshot.
 

EL BOURIKO

New Member
May 24, 2005
181
0
0
SharKTanK said:
So give your opinion instead?

...

of course, my mistake!

I think that the double damage as it is today is very interesting for one good reason. because it can be a good item as it can become a poisoned item too.

Here is my question: Is the 2x damage a real super bonus?
well... I would say ALMOST.

I explained my point:

1) you get it while you are heavily healthy, yeeeepeeee!
2) you get it while you are low at health, then it becomes interesting:
Should you try to get some benefits of this bonus (and play on a risky tactical side then) or should you focus on health regeneration while the 2x damage clock is ticking ?

that is mainly because of this second game possibility that I would keep the 2x damage as it is today.
 

Majik

blargh
Jun 24, 2004
1,040
0
0
41
Denmark
I don't like the idea, because as it is right now the DD is encouraging people to be agressive seing as they've only got 30 sec to use it. If it's based on damage then people will be able to just stroll around knowing that their next X shots will deal double the damage.
 

JarJarBinks1234

New Member
Nov 8, 2004
21
0
0
i'd say the amp right now is ok... tho it might help to put a damage cap on it... that way a headshot cant kill you if your at full hp.

they could also do something to the armor to help it out. maybe the amp wouldnt effect armor? idk... just my 2 cents... really 1 cent, im not thinking very well right now... x_X
 

Neophoenix

Bast's Pet
Aug 4, 2005
493
0
0
44
The only way I could see this implemented is in a mutator like edhe mentioned. Even then I don't see it being used much.

You have to consider how well this new style AMP would work with user made mods and muts too. Say you had a mod similar to TAM, but that also incorporated your new version of an amp, a player would own big time.

Plus how would you work combos into the equation? Esp. since you are not taking in to account head shots and what not. I just see more problems with this than would be worth a coder’s time to solve.