1. Hey please check out our new forum Suggestions and Ideas found in the area "The Bay" - as we love all your ideas and want to collect them in one place, - please use it going forward. :) Thanks already for helping to make Battle Bay an even better experience. Remember: If your idea already exists - simply add your comment or like to an existing one so we avoid duplicates.
    Dismiss Notice

How to fix enforcer points

Discussion in 'Game Discussion' started by Zachiderp, 4 Nov 2017.

  1. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
    Enforcer IMO has the most ridiculous point distribution at mk 4 and 5.
    Mk 4:
    33-33-22
    This seems fine at first but the weapons are a problem because at mk 5 it becomes 333 meaning either one slot will be sacrificed to continue using a 2 slot item from mk4 or disregard it altogether to fully utilize all slots. Another problem is the yellow boints at mk5 :
    333-44-22
    The major problem here is the yellow points. Double frost/Tesla or aa combination reduces to muh speed from lack of tesla bolt to actually be useful so in turn is a wase of a yellow point. Another problem is that the player must drop bandage or shield when they reach mk 5 for a big shield since thats when they finally get another blue point

    Quick Fix
    Mk 4:
    22-33-33
    Allows for big shield usage earlier on to prevent problems at mk6
    Mk5:
    333-33-33
    Fixes useless yellow slot and allows for useable setups with big shield
     
    Last edited: 4 Nov 2017
  2. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
  3. Miathan

    Miathan Well-Known Member

    Joined:
    22 May 2017
    Messages:
    1,208
    Yep, I've posted before that mk5 should have 3 blue points. It might be good to already have it at mk4.
     
  4. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
    Yea to allow earlier usage of big shield and u wont have to drop an 2 slot weapon a mk5 because u wont be able to use one
     
    Last edited: 10 Nov 2017
  5. TheFixer27

    TheFixer27 Well-Known Member

    Joined:
    6 Sep 2017
    Messages:
    2,155
    Occupation:
    A boat
    Location:
    My phone
    The red slot at mk5 should also be 444:)
     
    mwidjaja and Ultrah like this.
  6. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
    Maybe at mk6 but seeing the tally of end game players it seems pretty balanced at 333
     
    The Otherguy likes this.
  7. Stelmo

    Stelmo Well-Known Member

    Joined:
    5 Apr 2017
    Messages:
    1,302
    As an enforcer who'd love an explosive cannon on my ship, I'm still strongly against the idea of having 4 red slot points.
    Nobody wants whales, who already abuse every power they can find, to fit 2 bertas or 2 big torps on a high hp, agile frost machine.
     
  8. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
    That would be disastrous. I can just imagine a blast explosive flare gun load out with double tesla rocking everyone. Or double torps like you mentioned
     
    The Otherguy and TheAntiSnipe like this.
  9. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
    bump
    pls fix
     
  10. Disguised

    Disguised Well-Known Member

    Joined:
    11 Jul 2017
    Messages:
    906
    That would remove from the originality of the Enforcer.
     
  11. TheAntiSnipe

    TheAntiSnipe Moon's haunted

    Joined:
    11 Jun 2017
    Messages:
    9,118
    Location:
    Classified top secret ;-)
    I would soo love the 444! Thatd allow me to use blast+flare+exc.
     
    The Otherguy likes this.
  12. FirnenAhead

    FirnenAhead Well-Known Member

    Joined:
    16 Aug 2017
    Messages:
    571
    I'd love to see B333. Big Shield should be an option, not an obligation. Turbo+Rudder+Bandage would be just awesome
     
    The Otherguy, Shadow Moon! and Ultrah like this.
  13. Zachiderp

    Zachiderp Well-Known Member

    Joined:
    7 May 2017
    Messages:
    419
    True but that would be more slots than everyother ship since all ships have 8 slots
     
  14. Babablacksheep

    Babablacksheep Well-Known Member

    Joined:
    27 May 2017
    Messages:
    1,505
    And as @Joeyaa suggested, keep mk6 same as it is now. Slot and slot points, just change mk5 arrangement

    And also 10% extra increase in base speed wouldn't be a game changer buff.It would make ship usable
     
  15. Shadow Moon!

    Shadow Moon! Well-Known Member

    Joined:
    24 Jul 2017
    Messages:
    2,098
    No shooter and defender has 9 check it. Slot points I mean
     
  16. Disguised

    Disguised Well-Known Member

    Joined:
    11 Jul 2017
    Messages:
    906
    Shooter and Defender both have 8 slots, shooter has 12 slot points and defender has 11 slot points.
     
    The Otherguy likes this.
  17. Shadow Moon!

    Shadow Moon! Well-Known Member

    Joined:
    24 Jul 2017
    Messages:
    2,098
    Count for yourself at mk4 and mk5 level.
    Shooter:
    1 - 0 - 2RR 1B - 0
    2 - 10 - 4RRR 1B - 5
    3 - 16 - 5RRR 2BB - 10
    4 - 22 - 6RRRR 3BB - 15
    5 - 29 - 7RRRRR 3BB - 20

    6 - 39 - 8RRRRR 4BBB -
    7 - 48 - 8RRRRR 4BBB -

    Speeder:
    1 - 0 - 1R 2Y 1B - 0
    2 - 11 - 2R 2YY 1B - 0
    3 - _ - 2RR 3YY 2B - 0
    4 - 21 - 3RR 3YY 2BB - 0
    5 - 30 - 3RR 3YYY 3BB -
    6 - 39 - 3RR 4YYY 4BBB -
    7 - 48 - 3RR 4YYY 4BBB -

    Enforcer:
    1 - 0 - 1R 2Y 1B - 0
    2 - 11 - 2RR 2Y 1B - 0
    3 - 17 - 3RR 2YY 2B - 0
    4 - 22 - 3RR 3YY 2BB - 5
    5 - 28 - 3RRR 4YY 2BB - 5
    6 - 39 - 3RRR 5YYY 3BB -
    7 - 48 - 3RRR 5YYY 3BB -

    Defender:
    1 - 5 - 2RR 1B - 5
    2 - 11 - 2RR 3BB - 10
    3 - 17 - 3RR 4BBB - 20
    4 - 23 - 4RR 5BBBB - 30
    5 - 29 - 5RRR 5BBBB -

    6 - 39 - 5RRR 6BBBBB -
    7 - 48 - 5RRR 6BBBBB -

    Fixer:
    1 - 7 - 1R 2G 1B - 0
    2 - 12 - 1R 1Y 2G 1B - 0
    3 - 16 - 2R 1Y 3GG 1B - 0
    4 - 22 - 2R 1Y 3GG 2BB - 0
    5 - 29 - 2R 1Y 4GGG 2BB - 0
    6 - 40 - 3RR 1Y 5GGG 2BB - 0
    7 - 48 - 3RR 1Y 5GGG 2BB

    Seen the difference every other ship has a slot point disadvantage over shooter and defender at mk4 and mk5. Defender though balances out after that but shooter still remains unbalanced and overpowered.
     
  18. TheAntiSnipe

    TheAntiSnipe Moon's haunted

    Joined:
    11 Jun 2017
    Messages:
    9,118
    Location:
    Classified top secret ;-)
    That. Is because shooters need it. Simple. Do you see anyone say that speeders are UP at mk5? No, right? That's because of utility. For shooters, once they learn everything about their ship, all that's left is to upgrade, and grind. Speeders and damn near every other ship first upgrade everything, then start learning, because learning for them is the longest process, by the end of which they are Nightmare league players. The best of them don't stop even then. The imbalance doesnt make shooters OP, it makes them able to cope with the tremendous growth potential of every other ship on the bay.
     
  19. Disguised

    Disguised Well-Known Member

    Joined:
    11 Jul 2017
    Messages:
    906
    My bad. I thought you were talking about mk6/7.
     
  20. Earel

    Earel Active Member

    Joined:
    24 Jun 2017
    Messages:
    306
    anyway ... I don't play on enforce until I can get 6 lvl ... before it's a lossmaked until 6 ...
     
    Zachiderp and Babablacksheep like this.

Share This Page