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Limit or remove REV from rotation
#10
Sad thing, is that it wouldn't take that much to balance rev. Sure we could rework it entirely, but a short term solution could be looked at:

1.Remove head PDAs. Bringing syndie weaponry into mob fight is unfair.

2. Limit the amount of rev heads to one. This makes the revs a shaky faction, they would need to play more defensively.

3. Limit the amount of revs which could be converted. This would be weighted by the amount of players. 25% of the player pop rounding up would be a good number. This would mean that a rev head on a pop of 30 would have 8 on their team, not including themselves.

4. The rev head gets active updates on the amount that's on their team. This is simply:
A) When flashing someone it is noted how many more uses are left
B) It is noted if a rev is deconverted (although it wont state who!). This would allow to the rev head to reuse their flash.

These changes balance shit out in many ways. Revs can no longer get the jump on players with syndicate weaponry (eg derringer). Teams would be balanced, although this is highly dependent on the amount of heads/security. Restricting flashes and reducing revheads to 1 means they'll need to pick far more cautiously and actually plan things.


It's not perfect, but its a start.

Edit: I disagree with announcements. We should always opt for building paranoia and using your brain rather than full scale deathmatch. One could argue about nukeops but that actually takes some solid teamwork to pull off.
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Messages In This Thread
Limit or remove REV from rotation - by Ed Venture - 09-27-2017, 04:11 PM
RE: Limit or remove REV from rotation - by Sundance - 09-28-2017, 12:17 AM
RE: Limit or remove REV from rotation - by misto - 10-03-2017, 03:26 AM
RE: Limit or remove REV from rotation - by Roomba - 10-04-2017, 05:43 AM
RE: Limit or remove REV from rotation - by Wire - 10-08-2017, 08:50 AM

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