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Yellow item buffs

Discussion in 'Suggestions & Ideas' started by JoshW, 27 Sep 2018.

  1. JoshW

    JoshW Well-Known Member

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    I'm primarily talking about stun, frost launcher/blaster. I'm sure many agree that these items aren't as effective as they should be (mostly because of teammates breaking the effect). My suggestion is to add a slight ticking damage stat, less than fire but effective enough to deter friendlies from attacking so you can land your frost/torp or mortar combo. {This already exists with fire/Cannon combo} This would also provide a small buff to yellow boats who already have a low damage potential and would encourage the use of these items (in turn we would also be likely to see less double ts setups).
     
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  2. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Damage on yellows? That's a definite no-no. Yellows are not supposed to do damage, they are crowd control, see?
     
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  3. Ash KOT

    Ash KOT MVP

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    Yes they do need a buff, but do not need to inflict damage.
    Instead the mechanics for how frost and stun are broken needs to be reworked to make them viable.
     
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  4. ShipCrusherCz

    ShipCrusherCz Well-Known Member

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    Does it really matter?
    weapons are supposed to deal damage, not have effects like stun, right?
    so devs added possibility to stun and frost enemy with weapon, why is adding damage to yellow items bad idea?
     
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  5. EyeOfDoom

    EyeOfDoom Well-Known Member

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    The cannon frost is non existent because it doesn't do anything not to mention yellow boats use that perk too and railgun stun is only 4 seconds at random. So if you really want equality in that department then best we could do would be to give tesla bolt chance to inflict 10 damage per second for 4 seconds. Only if you have the special perk equipped of course.
     
  6. JoshW

    JoshW Well-Known Member

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    My thoughts exactly
     
  7. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Weapons did inflict statuses as well, even before. But yellow ships dealing damage through yellow slots sounds odd to me. Just my thoughts.
     
  8. NathanaelK

    NathanaelK Well-Known Member

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    It always seemed to me like the two item colours that directly affected enemies were Red items and Yellow items. Red items did damage (and with the addition of Event Perks they now have bonus effects), and Yellow items did the other stuff. If they let Yellow items do damage, what would the difference between Red and Yellow items be? Just their colour, and therefore what slots they can be put in?
    I like the fact that all the item colours have different roles. But that's just my opinion.
     
  9. JoshW

    JoshW Well-Known Member

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    My thoughts were that a lot of yellow boats, mostly speeders, now feel that they are underpowered going up against shooters with higher turret tracking. This was just an idea to give them a little extra edge and give them the chance to get higher rewards. Granted the bonus damage I suggested wouldn't be significant but could help turn the tide (pun intended) in situations where they are heavily out gunned. The idea of ship balance is only really effective in early points in the match, once it's down to only a speeder they really have no hope of pulling out a win but if they do it takes forever while they hit and run for the last minute or two of the match.
     
  10. PastelPiku

    PastelPiku Well-Known Member

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    I dunno bout you guys but I think yellow items would be really cool if they dealt damage, even if only a little. Crowd control is also more effective when it hurts, which is why napalm and mines are so strong. How about perks offering damage or effectiveness?
     
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  11. JoshW

    JoshW Well-Known Member

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    Good point, fire is mostly crowd control so why not make these items yellow. There are multiple benefits if doing this : no more FB spam, rely on yellow boats to ignite enemies for Cannon burn perks, less RNG competition for weapons
     
  12. PastelPiku

    PastelPiku Well-Known Member

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    Na, fire is the one-for-all of Battle Bay's elements. Everyone can use it and I think it should stay that way. If anything, make them hybrid items, fitting into either red or yellow slots. That'd be pretty neat. But they should be slightly weaker in yellow slots.
     
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  13. Ash KOT

    Ash KOT MVP

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    Would break the game!
    Enfos having the ability to run dual firebombs in their yellow slots?
    Speeder could carry the flare in a yellow slot, plus carry an explosive cannon and a blast in his reds?
    A selfish fixer could also carry a flare in his yellow slot plus have an explosive and a blast cannon.
    The whole balance would go out of the window!
     
  14. benguin8

    benguin8 Well-Known Member

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    Funny how devs want to add frost and stun to reds but want to take away the damage combos.

    For Stun, I am ok with it breaking when hit. I like how it works, but it does need a buff as it competes for a yellow slot with yellow boosts and shield. Two options to bring it back for me would be that when stunned, it gives you DoT like electrocution. If stun is broken, so is the DoT. And there would be no added combo. Damage would need to be calculated for balance. Second option for stun is to have stun work as it is, but when broken the unfriendly's ship controls are reversed for the duration of the unbroken stun. This would reflect circuit errors from the stun and would cause a slight adjustment from the unfriendly to overcome.

    For frost, I still do not know why they hammered the combo so much. It used to be like fire but because of big torp, it is now useless. If they are going to reduce the combo down to a 1x deal, make frost damage substantially more. Like 3x at least. Otherwise I say keep frost as is, and when frozen your ship moves slow and gets a frost combo on the first hit that breaks it. Your ship would move like normal, but then for the duration of the frost, your ship's cooldowns, rudder, and turrent speed would all be slowed down.

    My big issue with frost and stun is there there is NO benefit for me to level them. I keep both mine at Epic Level 11 so I get 3 perks, and who cares about 40% reduced speed or +5 seconds of stun for a Level 50. Its just not worth it IMO. Perks give the best boost for those weapons compared to the parts and sugar to level them.
     
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  15. JoshW

    JoshW Well-Known Member

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    Where is the appeal in running that setup on enforcer when you could put the same stuff on a shooter and have more hp.
    The speeder setup you mentioned can be run on defender with a lot more blues. The only advantage speeder would have over defender is yellow items which they need to survive with their low hp anyway.
    I don't know much about selfish fixers but they would have to sacrifice either speed stun or ts for more damage potential which wouldn't be too difficult to counter since they can't retreat to heal as easily. Also getting more burst damage from flare means more time before they can tape again in cqc.
    I'd imagine most would prefer to stick to the advantages of existing yellows but those who want more damage potential would have the option to sacrifice a defining trait for it which IMO wouldn't be a bad thing. It would also severely reduce the flame spam we see today which is an advantage to all ships.
    The balance wouldn't be gone it would just change.
    *I'm not necessarily for or against this, just throwing out ideas*
     
  16. PastelPiku

    PastelPiku Well-Known Member

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    They'd be taking incendiaries in place of utility items, though, making them heavy variants. An enfo with a firebomb can no longer use a double bubble. Speeders either lose mobility or utility by placing their flare in a yellow slot, and the flare will be significantly weaker. The positives would be balanced by the negatives.
     
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