DevTracker

Ronyn

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Jul 26, 2016
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#27
Oh? Well, good point.

It's just that I'm often annoyed, particularly in FireFall, when I see bulkier frames having damage, durability and speed, all on their side. Even if the speed boosts are activated abilities that need cooldown. One might also say that because they're heavier, their boosters have more power to propel all that weight, but it still seems out of place.
Yeah I follow that. Firefall's "balance" in the later years wasn't solid IMO.
As my earlier post explained, I can see how there can be a frame that is high in both offense and defense, but that is not to say i felt firefall got that quite right.
 

Ronyn

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Jul 26, 2016
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#4
I would personally like Ember to focus on the high speed/old school arena-esque style of shooting. Which means most weapons would not have much relevant recoil.

For me it's a matter of the most enjoyable style of gameplay for my personal preferences.
 

Ronyn

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Jul 26, 2016
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#2
There are quite a few us table top gamers around already. I'd wager that most folks are waiting until more information on Crixa is released before we get to rambling about it. That info will be coming in time.
 

Ronyn

Commander
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Director of Marketing and Community
Jul 26, 2016
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#23
True, but being DPS and tank in one, is already unbalanced. If one can soak up tons of punishment, it might be expected that they ought to be able to dish it out, of course, but it is not balanced, then. Tanks should have moderate or medium damage, at most. DPS characters, then, should be more fragile, but more mobile.
That really depends on the game and genre. For example it is very common in mech games that the machines with high hit points/armor also have high damage output. The drawback is that they are usually quite slow and are big obvious targets. In contrast certain smaller, faster machines are often no better at direct damage output and are certainly not better equipped to take hits.

Another example would be certain tribes game where a slower, heavier suit with more hp would allow to carry more powerful weapons.

A games sense of class/role balance is highly Dependant on various things like primary objectives and enemy type design.
 
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