CancerChris
Ya Boi
Mmmm... to be honest I really don't agree at all. It's balancing, you're right on that, but I think it's poor balance. Like, too heavy of a nerf that takes away from the fun. And if it does that, I can't agree and say it's for the best. I'm not big on modding, but aren't there ways to make a character perform differently in PVP than in Singleplayer? Actually, I think I can make a compromise that would work both for both MP and SP.
Let's say, give Silver an automatic 1 bar of regen, (only the first of his bars will regenerate) and make it regen relatively slow. Whenever he picks up an object his energy will drain slowly. 1 item is next to no drain, but the more items, the bigger the drain.
Take these and also apply them to multiplayer.
Next for the whole picking up players issue.
I'd say have it so that when you pick up people, you automatically drop them after 3 seconds. 2 second cooldown when you pick them up has been established, so you only have a time period of 1 second to throw, (to prevent just carrying them around) and if you don't, you drop them with an energy penalty of 1 bar. Have the max amount of Energy required to pick someone up be 2 bars. (As a prerequisite to be able to pick a player up.) It will cost one bar to pick them up and one to throw them. So the person playing Silver in MP will have massive energy costs, so he'll have to play rather tactically.
Help me out here, tell me how to improve this.
Let's say, give Silver an automatic 1 bar of regen, (only the first of his bars will regenerate) and make it regen relatively slow. Whenever he picks up an object his energy will drain slowly. 1 item is next to no drain, but the more items, the bigger the drain.
Take these and also apply them to multiplayer.
Next for the whole picking up players issue.
I'd say have it so that when you pick up people, you automatically drop them after 3 seconds. 2 second cooldown when you pick them up has been established, so you only have a time period of 1 second to throw, (to prevent just carrying them around) and if you don't, you drop them with an energy penalty of 1 bar. Have the max amount of Energy required to pick someone up be 2 bars. (As a prerequisite to be able to pick a player up.) It will cost one bar to pick them up and one to throw them. So the person playing Silver in MP will have massive energy costs, so he'll have to play rather tactically.
Help me out here, tell me how to improve this.
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