(Was originally going to put this in the suggestion topic but I feel it's more of a discussable thing than just saying "yo fix the characters brah"):
I wrote an overly complicated post in the 2.2 discussion topic regarding player character balance in concern to Match and CTF modes. To make it brief in introducing it for discussion here:
Tails and Knuckles' special abilities are unintuitive to use in Match or CTF modes ("Combat Modes"), and parallel to this, Sonic is a stronger, more preferred character since his ability is both (a) easy to use, and (b) arguably the most powerful, since most stages are designed around it anyway (and frankly should be, imo, because "not crashing into walls" is more fun than cramped or jagged hallways any day).
If I'm more specific about exactly why this is:
And I've seen people suggest in the past to just nerf Sonic's thok in such a way as to leave him vulnerable, but I feel that that just doesn't work. The best character should not be forced into a significant nerf to satisfy the weaker characters. Rather, the weaker characters should be buffed to make their usefulness much more apparent without significant reasons to ignore that usefulness.
However, I've been known to make one-sided or unclear suggestions in the past regarding balance, so rather than take it upon myself to flub the idea dramatically, I've opened this as a topic for discussion. Whether or not you feel any of the three characters are in need of significant changes to how they function to make them more desirable to play than they currently are. How these functions could be balanced so that none of the three characters overpower or dominate either of the online Combat Modes.
Two important pieces of information, however:
1) If you make a suggestion, make it about a specific game mode, or modes, and not necessarily "in general". I'm aware Mystic and others were reluctant to change character dynamics in the past regarding the late 'race' mode. However, that isn't to say it's impossible for different game modes to change how characters act in that mode (seriously you just do an if statement. or two. or five.). Please, discuss how characters could differ between the regular and Combat Modes as to not make it too easy or too hard to play in either mode (or too unintuitive).
2) I am not implying people do not already accept the characters as fine or fun as-is. I've seen many people play Tails and Knuckles in Match and CTF modes. Many people are already very good at either of these characters. Many people may feel they are not in need of changes. This is perfectly acceptable. Use this expertise to help bring out the potential in ideas, rather than hand-wave them away as simply unneeded (How could you NOT want your character to be better?).
Topics to start:
Idea Vault:
Character balancing for future SRB2 builds
I wrote an overly complicated post in the 2.2 discussion topic regarding player character balance in concern to Match and CTF modes. To make it brief in introducing it for discussion here:
Tails and Knuckles' special abilities are unintuitive to use in Match or CTF modes ("Combat Modes"), and parallel to this, Sonic is a stronger, more preferred character since his ability is both (a) easy to use, and (b) arguably the most powerful, since most stages are designed around it anyway (and frankly should be, imo, because "not crashing into walls" is more fun than cramped or jagged hallways any day).
If I'm more specific about exactly why this is:
- Tails sticks out like a sore thumb in the air and is difficult to control while flying, and when his timer is up while flying he becomes even more vulnerable.
- Knuckles faces the wall when climbing and it's very difficult to see where enemies are "behind you" (or below you) in this situation. Plus you can't actually shoot while climbing.
And I've seen people suggest in the past to just nerf Sonic's thok in such a way as to leave him vulnerable, but I feel that that just doesn't work. The best character should not be forced into a significant nerf to satisfy the weaker characters. Rather, the weaker characters should be buffed to make their usefulness much more apparent without significant reasons to ignore that usefulness.
However, I've been known to make one-sided or unclear suggestions in the past regarding balance, so rather than take it upon myself to flub the idea dramatically, I've opened this as a topic for discussion. Whether or not you feel any of the three characters are in need of significant changes to how they function to make them more desirable to play than they currently are. How these functions could be balanced so that none of the three characters overpower or dominate either of the online Combat Modes.
Two important pieces of information, however:
1) If you make a suggestion, make it about a specific game mode, or modes, and not necessarily "in general". I'm aware Mystic and others were reluctant to change character dynamics in the past regarding the late 'race' mode. However, that isn't to say it's impossible for different game modes to change how characters act in that mode (seriously you just do an if statement. or two. or five.). Please, discuss how characters could differ between the regular and Combat Modes as to not make it too easy or too hard to play in either mode (or too unintuitive).
2) I am not implying people do not already accept the characters as fine or fun as-is. I've seen many people play Tails and Knuckles in Match and CTF modes. Many people are already very good at either of these characters. Many people may feel they are not in need of changes. This is perfectly acceptable. Use this expertise to help bring out the potential in ideas, rather than hand-wave them away as simply unneeded (How could you NOT want your character to be better?).
Topics to start:
- How could Tails' flight be made easier to use or less punishable in Combat Modes without turning the game into "Tails Robo Blast 2"?
- Should Knuckles be able to shoot while holding a wall in Combat Modes?
- Should Knuckles be able to see what's behind him or under him better while holding a wall? How could this be handled?
- Should flag-holding penalties in CTF be changed? Should they be unique to each character?
- How could Tails' can't-fly-anymore vulnerability be remedied in Combat Modes? Should he be given infinite flight (NO)? A visual indicator of how much time you have left?
Idea Vault:
Knuckles needs better mobility options from his glide/climb ability. One idea I had was to give Knuckles a strong vertical jump off of walls, so that the player could make like Mega Man X when doing speed runs, but also so that Knuckles could possibly use climbing in combat to instantly gain height advantage against an opponent.
CTF's flagrunner rules need to be reformed. I think instead of blacking out the usage of abilities, limiting their effectiveness would be more balanced (i.e. thok speed is reduced, Tails can't ascend as well in flight, Knuckles' glide, climb, etc. are slower).
http://i.imgur.com/YKuVnxk.png
Add new obstacles specifically designed for Tails, for use in the air in a 3D setting.
Obstacles that come to mind:
a) Ring of spike balls, or similar. Like a NiGHTs hoop, only touching the edge is painful (and a broader radius to make it easier to pass through). Can go through it or around it safely without negative consequences. In combat modes, these could block projectiles, and give Tails a form of (risky) aerial cover.
b) A NiGHTs hoop. Give Tails (or anyone who reaches it) a boost in speed for flying through it, and/or increase or reset his flight time. Could respawn shortly after use so it can be used again. Would actually be pretty useful for Single Player mapping, too.
c) Sonic 3's Sky Sanctuary clouds. Those little clouds that go "bwoohp" and hurl you into the air a short distance. Not something to force the player into a full helpless state, but it would make them helpless for a short while. Could also be used tactically in combat modes to screw up other people's aim, since one minute you're moving horizontally, and the next you're doing a vertical arc.
Actually, in regards to knuckles facing the wall or not, why not change the way Knuckles' glide works so he automatically glides in the direction the player is entering, rather than always 'forward'? For example, if he were to jump off the wall, let's say he automatically faces away from it so he can shoot. Then, if a player holds the backwards key ("towards the wall") and glides, he immediately glides back towards the wall. This would dramatically change the way he plays in combat modes without necessarily screwing up single player modes. Although it might take getting used to.
what if Knuckles converted his falling speed into gliding speed when starting a glide? That way if he falls a bit and then starts gliding, he'll move faster than if he just glides immediately.
If Sonic's strengths stem from map design for fluid movement as Sonic, then Tails and Knuckles need similar stengths. Fluid vertical or diagonal movement that Sonic cannot achieve, but that won't affect Sonic's existing mechanics as a hindrance by adding. Mid-air rings is a sort of band-aid at the moment, but I feel Tails might benefit from additional floating platforms, and Knuckles might benefit from additional secret passages.
Increased knockback power, for Knuckles perhaps. You know how annoying Rail is guys, you know how crazy that knockback is at least. =V Not sure if this would mesh well with increased firing rate though, then again.
With that said, I wonder if changes to ring weapons between characters would be beneficial if such changes were based around their abilities. For example, what if the Scatter Ring shot straight downward while flying as Tails? Alternatively, what if there were a shoot-ring button that shot straight downward?
Vaguely thought out idea regarding Tails' mobility while flying: What if he felt recoil from his shots while flying? e.g., Tails is flying West, sees someone on the ground shooting towards him. The player has time to react, but under the current mechanics can't redirect Tails' momentum fast enough to avoid the shots, resulting in frustration. Under this suggestion, the player would have the opportunity to fire some rings West, helping Tails redirect his momentum Eastward.
I'm beginning to consider the biggest pain in the ass in combat modes being "lose all rings when struck". I get it from a "Sonic The Hedgehog game" perspective, but it kind of screws the momentum of characters a bit too much, and Knuckles/Tails feel it the hardest since momentum is something that Sonic gets freely (Thok), and something Knuckles and Tails have to earn. This is especially obvious when Knuckles/Tails are in the air, where their skills tell them to go... Only for their rings to plummet uncollectably to the ground (and back into the air in all directions) when struck. If anything, that's the biggest deterrent from playing either of those characters, even if it's an uncommon occurrence.
Has it been considered in the past to have players only lose a portion of their rings or weapons, instead of 'all of them'?
the thok needs rethinking. Maybe instead of getting max top speed instantly, it takes your current momentum and reorients it in the direction you're thokking in (with a minimum speed, so you still get some minor benefit from doing it from scratch). That way, a Sonic player can't immediately rush away far more easily than Tails or Knuckles players; they'd already have to be moving fast to get a fast thok, as a standing thok would be relatively negligible. Alternatively, it only works in the direction you're already moving in (I think that is a terrible idea for the record, but I'm throwing it out there anyway).
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