Call of Duty: Black Ops III

Call of Duty: Black Ops III

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ChickenHatMan  [开发者] 2023 年 7 月 5 日 下午 9:15
Balance Suggestions
Put any balance suggestions here, be it core gameplay, main quest or weapon related.:2017stickycrab:
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正在显示第 1 - 9 条,共 9 条留言
LoLAunt 2023 年 7 月 14 日 下午 12:34 
Tried out the 680 pump shotgun after seeing the change notes. I feel like the Panic Attack is more reliable and fun to use, plus it is a wall gun for easy access. Perhaps a buff to the 680 could be to reload more than 1 shell at a time after PAP?
最后由 LoLAunt 编辑于; 2023 年 7 月 14 日 下午 5:12
cpl waffle 2023 年 7 月 14 日 下午 8:55 
I've played thru the map a few times and noticed how underpowered most of the guns are. even after pack a punching the gun (galil for example) the ammo count is insignificantly increased and still feels underpowered. i hope most of the guns on the map get noticeable buffs. buffs for both pack a punch and unpaped guns. right now, the only fun gun to use is the swat. i like this map alot but playing with terribly underpowered guns on a tight map is not a fun experience.
最后由 cpl waffle 编辑于; 2023 年 7 月 14 日 下午 9:03
ChickenHatMan  [开发者] 2023 年 7 月 14 日 下午 9:23 
引用自 angrymilkbaby
I've played thru the map a few times and noticed how underpowered most of the guns are. even after pack a punching the gun (galil for example) the ammo count is insignificantly increased and still feels underpowered. i hope most of the guns on the map get noticeable buffs. buffs for both pack a punch and unpaped guns. right now, the only fun gun to use is the swat. i like this map alot but playing with terribly underpowered guns on a tight map is not a fun experience.
In what way do you feel they are underpowered specifically? In terms of damage, most of them are scaled similarly to the base BO3 weapons.
Generally speaking though, the weapons are intended to ask more of you than point and shoot, as alot of the base bo3 guns tend to do, so I can sort of see where those thoughts might come from.
最后由 ChickenHatMan 编辑于; 2023 年 7 月 14 日 下午 9:39
cpl waffle 2023 年 7 月 23 日 下午 4:57 
yeah, i would say the damage of most of the guns feel pretty weak. not sure if you tweaked damage of the swat assault rifle since the last time i posted the comment here, but i feel like the swat is significantly stronger than the rest of the guns found in the box and wall buys and it's strange to me why that's the case. maybe you accidentally made the swat op? was the zombie health tweaked at all? if the zombie health is normal and same as vanilla bo3 then i guess it's fine. anyway, this map is fantastic. the bf1 german soldier model as the playable characters is a very nice touch. i think this is the only map that uses these playable character models. Hope you make more amazing zombies maps like this one.
最后由 cpl waffle 编辑于; 2023 年 7 月 23 日 下午 5:05
ChickenHatMan  [开发者] 2023 年 7 月 23 日 下午 9:19 
引用自 angrymilkbaby
yeah, i would say the damage of most of the guns feel pretty weak. not sure if you tweaked damage of the swat assault rifle since the last time i posted the comment here, but i feel like the swat is significantly stronger than the rest of the guns found in the box and wall buys and it's strange to me why that's the case. maybe you accidentally made the swat op? was the zombie health tweaked at all? if the zombie health is normal and same as vanilla bo3 then i guess it's fine. anyway, this map is fantastic. the bf1 german soldier model as the playable characters is a very nice touch. i think this is the only map that uses these playable character models. Hope you make more amazing zombies maps like this one.

The swat Is a bit of an edge case, since it was initially balanced as a burst rifle, with the downside to full-auto being higher recoil and reduced damage at range. I wanted to encourage switching between the fire modes for different situations, but that doesn't seem to happen all that often, with players immediately switching to full auto and never switching back. I may consider tuning the full-auto versions in the future, with maybe a faster mode-switch speed to compensate.

Zombie health is unchanged for the most part, and gets capped at round 50. Though the helmet system may be whats causing these balance concerns, since they can absorb a decent amount of damage to the head before breaking, and about a third of the zombies will spawn with one.
Currently, the metal helmets reduce incoming damage by 50% and break after absorbing 25% of the zombies health as damage. I do like how the helmets feel early game between rounds 1->20, but I think maybe a cap to the amount of health the helmets can have would be ideal. This would cause them to reduce per-shot damage to the head at about the same ratio, but break much sooner on higher rounds.

Thoughts?
最后由 ChickenHatMan 编辑于; 2023 年 7 月 23 日 下午 9:20
cpl waffle 2023 年 7 月 26 日 下午 12:58 
oh, I had no idea that the zombies with helmets had more health or can take more damage before dying. i really like the idea of the helmets on the zombies become less protective or break faster as the rounds progress. honestly the helmet system sounds cool and interesting but not much a fan of it. i assume you're going to keep that feature in the map because it is your map.
Halberd 2024 年 5 月 9 日 下午 8:02 
Remove gums from dig spots and add proper machines for it. Not everyone wants to be forced to use gums.
ChickenHatMan  [开发者] 2024 年 5 月 11 日 上午 5:58 
引用自 Bird
Remove gums from dig spots and add proper machines for it. Not everyone wants to be forced to use gums.
Hmmmm, fair point, could move them to a separate loot pool. Not too keen on adding a machine though.
Billy Bingus 2024 年 10 月 13 日 上午 10:05 
Not really a balance thing, but adding a little tooltip for the Voltgewehr, explaining how it works, would go a long way. I had to look up a 2 year old livestream to find out how exactly it works, it's not made very clear.
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