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there r 2 pionts needs a little buff for Sapper 
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Joined: Fri Mar 14, 2014 5:19 pm
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Post there r 2 pionts needs a little buff for Sapper
it is very hard to play as a sapper in n a team with all thos brain less killing machines (ork,gunner, etc)
sappers are very tactical play character.
But tactics in front of a brute force always appears very weak in this game
that makes sapper also the hardest to play and survive in all classes


here are some advice for buff sapper class in next patch so the DPS character can at least think onec (not twice) b4 entering a sapper defending territory

1. make trap invisible not inmmediately but 3 sec after deploy on the field and every time someone trigerd the tap (sapper only) exchanging one second skill casting time for this.
it makes sapper have more advantage on anbush on the main road not just in the bushes (coz some maps dont hav bushes) cant a trap cant be calld "trap" if every one can see it without any difficulty
also this change can make trap deploy 100% success for some lagging players (some times the system removed the mana for the trap but not deploying anyting when im lagging . landmines too)

2. give 1 job pionts to sapper for every structure been destoryd (roadblock for 2) so this can make sapper gain some pionts when playing with sh1ty team dont know to protect TP and totem
also this change can make sapper use some of his point-request skill b4 call in the mortar

with the changes above , sapper players can choose on a defence role to deploy more landmine, roadblock and steam hammer or a pure support role can call in mortar twice in a game
coz sometimes poor sapper players may cant see his beloved mortar for two to three games in a roll
and this mortar is not really a devestating weapon as its commented. No superior attack distance + no revers walk + slow turnning speed + high piont requirement make us hardly to see a mortar in game like it dosent existed in game supper classes Lived frugally and scrimp and save to get 150 points for the mortar. it is too pity that can be destoryd by two berzerker in a blink or the game finished while u building it :|

best regards
love ur game


Sun Apr 27, 2014 1:55 am
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Joined: Fri Mar 14, 2014 5:19 pm
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Post Re: there r 2 pionts needs a little buff for Sapper
btw 4got to say
plz also consider give sapper some repair ability plz like add it to the totem or creat a new skill
we already hv the logest skill bar in this game and we dont mined to add one more =P


Sun Apr 27, 2014 1:59 am
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Post Re: there r 2 pionts needs a little buff for Sapper
On some yes, on some no.
I don't know, but you probably only play Sapper. If you played other classes, you would know how devastating your traps can be. Those being invisible, ouch, totally over powered. I could maybe agree to a compromise, that may be invisible, but can only trigger once. Maybe, but not even that seems balanced. Especially since I have a strong feel that once you walk over a trap and you get some kind of knockback, this knockback is directed to the next nearest trap.
The 3sec delay will not really help there, since the players getting seriously harmed by the traps may not see it, the ones that see you placing traps don't care cause they may be orcs or so. Talking about public of course.
Overall, I think for the damage traps make, their behaviour is quite ok. Although, I wouldn't say that they can be improved. But invisible, don't know.


I guess you mean class point by job point. If you get one per structure destroyed, each structure could just be one CP cheaper (unless mana costing things of course). I think the Sapper gets a quite balanced amount of CP overall though. Your totems give you 1 CP per some amount of time, as long as they are alive afaik. At least you get some +1 CP from somewhere regularly, which is already a nice bonus.


With too many CP, the Sap starts to get extremely strong. Anti Peronell Mine is extremely strong, same for Steamhammer. Too many are unbalancing the game. Remember, nearly no class can do anything besides left and right click when there is a Steam Hammer, and in a 4vs4 fight on the point, the APM makes the difference.


Don't forget that you have the option to build a CP Generator as a Sapper, meaning build TP entrance and exist next to each other. Sometimes people are not even too stupid to use it.

Mortar, well, ya. I don't know about it either. It wasn't used in tournaments for some reason. Easy to destroy, even easy to steal with fire+dwarf, but still quite powerfull in some way. On Dwarven Quarry, Checkpoint 3, if you build it on that little "outlook" up there and get some support by a teammate, you get your team an easy time taking the point. However, one helicopter is even enough to kill it, and that sux. But I think you just need someone to protect you. A tank shieldbashing the zerk, and you are more or less fine. Overall, I think it's somewhat balanced. However, played lots of Hearthstone recently, and when I consider Damage, Life, and Cost, I would not pick the "Mortar" Card probably. But HS is a different game and probably you anyway don't know what I mean. The point of the sentence was that mortar is too expensive for its use, and I guess I invest my CP better into APM's and Steam Hammers. ;)

Repairing thing, yes. I also often think that this would be necessary. But, I think isn't that where teamwork comes into play? I mean the gunner's bullshit crap there doesn't need repair, but the Steamhammer and the Mortar, that have 10x more impact, do. I kinda like this concept. I understand though, that this sucks for public, and in tournys there is anyway no gunner, sadly.

I'm sorry I couldn't really support you in your points, but there is definitely room to improve things, not only on Sapper, on all classes. For example, what I would love to see is more skills than you can actually 'skill'... Means 100 skills, sorted in skill trees, and you get 30 points to spend in your skill trees. And if there is a repair bot for Sapper, why not? If you take it, you may not have enough points to take another structure that is of equal importance, e.g. the steam hammer tree (or just get a shitty one). But you can repair your own mortar and be a specialist on that. While another Sapper is a specialist on the Hammer. Why not? Why not add a passive skill then, like "get x [while i guess x<1] cp if a trap of yours is destroyed". Another passive skill, that requires quite some previous skill points spent on that tree to make it not OP, that makes traps invisible?

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Sun Apr 27, 2014 2:51 am
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Post Re: there r 2 pionts needs a little buff for Sapper
U wasted ur time, bro. Panzar studio does this with all EU questions,topics,..
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Sun Apr 27, 2014 3:27 am
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Post Re: there r 2 pionts needs a little buff for Sapper
Icy Tom wrote:
On some yes, on some no.
I don't know, but you probably only play Sapper. If you played other classes, you would know how devastating your traps can be. Those being invisible, ouch, totally over powered. I could maybe agree to a compromise, that may be invisible, but can only trigger once. Maybe, but not even that seems balanced. Especially since I have a strong feel that once you walk over a trap and you get some kind of knockback, this knockback is directed to the next nearest trap.
The 3sec delay will not really help there, since the players getting seriously harmed by the traps may not see it, the ones that see you placing traps don't care cause they may be orcs or so. Talking about public of course.
Overall, I think for the damage traps make, their behaviour is quite ok. Although, I wouldn't say that they can be improved. But invisible, don't know.


I guess you mean class point by job point. If you get one per structure destroyed, each structure could just be one CP cheaper (unless mana costing things of course). I think the Sapper gets a quite balanced amount of CP overall though. Your totems give you 1 CP per some amount of time, as long as they are alive afaik. At least you get some +1 CP from somewhere regularly, which is already a nice bonus.


With too many CP, the Sap starts to get extremely strong. Anti Peronell Mine is extremely strong, same for Steamhammer. Too many are unbalancing the game. Remember, nearly no class can do anything besides left and right click when there is a Steam Hammer, and in a 4vs4 fight on the point, the APM makes the difference.


Don't forget that you have the option to build a CP Generator as a Sapper, meaning build TP entrance and exist next to each other. Sometimes people are not even too stupid to use it.

Mortar, well, ya. I don't know about it either. It wasn't used in tournaments for some reason. Easy to destroy, even easy to steal with fire+dwarf, but still quite powerfull in some way. On Dwarven Quarry, Checkpoint 3, if you build it on that little "outlook" up there and get some support by a teammate, you get your team an easy time taking the point. However, one helicopter is even enough to kill it, and that sux. But I think you just need someone to protect you. A tank shieldbashing the zerk, and you are more or less fine. Overall, I think it's somewhat balanced. However, played lots of Hearthstone recently, and when I consider Damage, Life, and Cost, I would not pick the "Mortar" Card probably. But HS is a different game and probably you anyway don't know what I mean. The point of the sentence was that mortar is too expensive for its use, and I guess I invest my CP better into APM's and Steam Hammers. ;)

Repairing thing, yes. I also often think that this would be necessary. But, I think isn't that where teamwork comes into play? I mean the gunner's bullshit crap there doesn't need repair, but the Steamhammer and the Mortar, that have 10x more impact, do. I kinda like this concept. I understand though, that this sucks for public, and in tournys there is anyway no gunner, sadly.

I'm sorry I couldn't really support you in your points, but there is definitely room to improve things, not only on Sapper, on all classes. For example, what I would love to see is more skills than you can actually 'skill'... Means 100 skills, sorted in skill trees, and you get 30 points to spend in your skill trees. And if there is a repair bot for Sapper, why not? If you take it, you may not have enough points to take another structure that is of equal importance, e.g. the steam hammer tree (or just get a shitty one). But you can repair your own mortar and be a specialist on that. While another Sapper is a specialist on the Hammer. Why not? Why not add a passive skill then, like "get x [while i guess x<1] cp if a trap of yours is destroyed". Another passive skill, that requires quite some previous skill points spent on that tree to make it not OP, that makes traps invisible?



totem dosent generate CP it give u 1CP by every10 energy recover for OTHER PLAYERS NOT U SELF
I understand that mutible traps placed togther can be devistating but only in minority spots thatpor players can avoid it ezly with experinece on the map they r playing
we can hv minimum diseance between traps for this change to make traps cant instandly kill a wich to exchange placing traps on the main road
coz traps seems the only thing a sapper can use to hurt somebody apparently :| and its very vulnerbail after first strike
desotry a sappers structure can be reward with XP pionts and everything sapper deployd cost 20 mana least so sappers are deserved to be reward a little
mortar CP cost is 150, that meas sapper cannot fire any buckshot use any roadblock, landmine, steamhammer etc in the entire game and the sapper hv to be extremely lucky to deploy a mortar on the field b4 there still rooms to turn the condition of the battle


beside ,i hv playd other character and thats makes me think about buff sapper , i only need 3 days for lv a gunner or ice wich or zerker to lv20, can ezly hit lv30 in a week but sapper costed me 3 weeks to do this

on the field. other classes can be very rewarded to them self by the skills they use. what im trying to say is the sapper can not control his CP acquire speed by fighting hard or play pasive


Sun Apr 27, 2014 12:11 pm
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