#Wider stairwells

23 messages · Page 1 of 1 (latest)

lone prawn
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What is motivating this suggestion?
Im looking to find a way (without too much work from the devs) to increase the width of certain parts of the various stairwells in game that keeps things balanced for smaller squads while also giving larger squads some wiggle room while pinned down

What is your proposal?
Give certain stairwells that dont already have it the width required for two people to move passed each other without shuffling up or down multiple flights of stairs

Exactly and specifically what should be changed and how?
Im not sure I am able to give a great amount of detail about map layout and such at the moment but it would be a good place to start by seeing which areas specifically work best for solo players to make their attack/defense from then go on from there to see if either the "landing" (the flat part between two flights of stairs) can be given added depth and/or if its possible to widen the flights of stairs themselves (i think its important to note that the doors at the top/bottom of a stairwell should not be changed at all)

odd whale
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I think an easier solution would be to decrease the player collision box. But not sure if that is what the Devs want. Team coordination is a big part of balancing teams vs solos

lone prawn
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Holy shit youre right a smaller collision box would be so much easier

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Maybe keep the width of the collision box the same but decrease the depth? So if you angle you can easily slip passed

odd whale
weary helm
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I would prefer it if they worked on fixing the railings; often it's not possible to shoot through them...

odd whale
weary helm
lone prawn
# lone prawn What is motivating this suggestion? Im looking to find a way (without too much w...

Yeah after some talking about it with a couple of guys who are far more experiened when it comes to this game than myself, id like to alter my suggestion to say that it would be more beneficial and less difficult to out for the devs if the player collisions were changed to be rectangular so that if a player wishes to slip by a teammate to find cover or to reposition they can by turning and walking sideways passed their teammate

shut spindle
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This is a terrible idea, being in a squad should be a double edge sword. You should have to coordinate so you don’t crowd each other and body block. A change like this gives squads an even greater advantage over solos and being in a squad should have more punishing mechanics like the current character collision instead of everything being easy.

lone prawn
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There is a key difference between making something easier for one side and making it hard for one side

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This change to the mechanics does not make it harder for solos to push and gun down idiots with a bren just because they are standing in a straight line

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It just makes it slightly easier for crews to maneuver around each other while pinned down

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This is just changing the depth of collisions and not the width so if two teammates dont have the split second reaction and the coordination to be able to both turn sideways and walk sideways to get passed each other then its not gonna matter when they are getting blasted

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What youre saying is that the gameplay should be majority based on precognition rather than skillful reaction based on the situation

acoustic anvil
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A “push” function could push a player a small amount as a movable obstacle until they get the message and move themselves

lone prawn
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I like the direction youre going with that but I was more so thinking of something that would allow crews to "cycle" through their combatants for various reasons such as the infamous shield block strategy and genuine make or break decisions for a fight such as allowing an injured player to rush passed their crewmates to heal from a good position rather than forced to face tank a hail of bullets just because your four stack is sandwiched between two completely separate teams on different levels of a stairwell

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Some would say this is unbalanced and limits a solo players ability to push and take corners but I firstly dont believe it does and secondly you could say to the opposite end that forcing players to sit there and take all the shots just because its impossible to back up or move around each other is also unbalanced and hurts the squads ability to deal with third partying and staying fluid in tight choke points

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You can keep a choke point a choke point and still give the players trapped inside some level of even play

acoustic anvil
lone prawn
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Yeah thats exactly what i was thinking

lone prawn
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Its been awhile since I played and I wanted to see if there was anyone still interested in this topic