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Misfires

Discussion in 'Suggestions & Ideas' started by YerJokinArnYer, 15 Sep 2018.

  1. YerJokinArnYer

    YerJokinArnYer MVP

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    Just a thought about a new way to introduce minor nerfs for items - misfires .

    Introducing a misfire rate into the game may be a minor way to nerf an item.

    So say you want to nerf double bubble - you may choose say that there is a 10% chance that activating both bubbles at the same time would result in both failing .
    Or you could say there's a 1% chance that a TS fails to activate if it is selected within 1 sec of prior one ending.
    NB: I don't want to start a debate about whether this would be an effective nerf for double bubble, I'm wanting to debate whether 'misfires' could be an effective alternative nerfing mechanism to changing existing stats .
    Potentially you could also say that a misfire incurs damage on the ship, or gives it a stun .

    So, what do you think?
     
  2. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Misfires sound scary.
    There's a lot of us here who brawl or duel.
    Many people think that brawling or duelling is just a "weapon spam to the face". Well, it's not. It needs you to know everything there is to know about your weapon. It needs you to know how to deceive your opponent into thinking they have the higher ground, then sweeping that ground right off their feet.
    Brawlers and duellists generally tend to avoid weapons whose behaviour is unpredictable. Ever seen one packing a sniper cannon? A railgun? Lol.

    Misfires could potentially risk taking brawlers off the higher leagues in the game, imho. I don't think even snipers would appreciate it. A well-led shot fizzling? Latency causes a lot of misfires already, I don't think we really need this mechanic.
     
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  3. PastelPiku

    PastelPiku Well-Known Member

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    If anything, a mine being a dud once in a while would be interesting, but even something like this should only happen like 1% of the time, if at all.
     
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  4. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Remember, chances are calculated independently. Someone with really bad luck could lose an entire burst's worth of damage due to fizzle. A mechanic like this really needs careful thought. Especially in the knifefighting weapons department. If they could somehow correlate fizzles and skillshotting, maybe then.
     
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  5. YerJokinArnYer

    YerJokinArnYer MVP

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    I'm not suggesting that all items would need a misfire rate, or that all items would have the same misfire rate. These things would depend upon whether the item was OP or not.
     
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  6. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    But then again, if all items didn't have the same misfire rate, I'm trying to say that a lot of variety would be killed. Brawlers, I know for sure, would shun any misfiring items from their decks. A weapon or a piece of equipment that fizzles randomly is a massive risk in close combat.
     
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  7. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Okay, I agree with @PastelPiku on this, having mines fizzle randomly would be good. Because it would balance risk. You'd have to take the risk of suffering full damage. Plus mines are usually a deterrent more than anything. Them getting a 1% fizzle chance is okay. But even then, give them the fizzle stat when they have 20 seconds before they explode. So that combat miners don't suffer.

    Something like this would work well. But I cannot think of a way to make other weapons NOT fizzle when the fizzle is highly undesirable.
     
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  8. JoshW

    JoshW Well-Known Member

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    Maybe have the fizzle percentage take effect at a certain range. Short range weapons have the fizzle effect at the top 25% (longer) of their range and long range weapons have it at the low 25% (closer)
     
  9. NathanaelK

    NathanaelK Well-Known Member

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    Sorry, but I'd rather have as little randomness as possible in a battle. I'd prefer to see skill win out over luck.
     
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