Background Image

Eldar Squishiness

Discussion in 'Eldar' started by Dreadspectre, Feb 3, 2016.

  1. Briegrhui Dunedhel Active Member

    Some ideas to kick around ( off Zs numbers and the top of my head):
    • Eldar are Squishy.But They take less time to cap: reflecting their advanced tech, so even in the e-sports derivative, arena style current game they are mobile and aren't forced ( outside of enemy action) into stationary slug-fests. The reverse of this could be that for others Cap-time is increased creating the need for more planning, defense, and co-ordination.
    • Different faction re spawn mechanics: to represent the unique flavors.
      • infinite/lowlow for the orks to create the feel of the green tide and allow them to play as wild, berserk and consequence free as they desire.
      • medium to long time on SM to represent their status as elites and as a hard to replace resource also the fact they rarely choose to deploy in huge numbers in 40k era due to the widespread needs of the imperium but can if need be. Also to promote the squad based play for which they are known.
      • CSM mostly the same as SM obviously though maybe a little shorter to reflect the berserk-er aspects of their flavor and the fact that they often use overwhelming force.
      • Eldar have a fixed number of lives that they can exhaust completely ( like Heroes and Generals) to reflect their dwindling numbers as a race, hyper-specialization and reluctance to absorb high casualties if avoidable, but if they do well/meet some other metric (number of kills or area/objective held) they have the option to increase /restock that number representing webway reinforcements. Forcing them to play carefully and wisely but also highly objective focused again reflecting their flavor.
    • Eldar are squishy. But, change victory conditions on some maps: Instead of a fixed point ( current nodes ) have some maps cap points be areas, essentially if you have player s in the "zone" you control the area, granting your side benefits or points while you hold it, usually there is a counter that ticks up or down while you hold the objective and the game ends when a certain number limit is reached. This would prevent Eldar players from being forced ( by the game ) into choke point and slug fest style play like a on the refinery map if the areas were sufficient large and complex. It would also build immersion and lead up to the conquest map becasue those objective could be in universe assets ( like certain bases granted bonuses in Ps2).
    • Eldar are Squishy. Shift focus away from just another a K/D centric shooter clone: Award points/exp for a wider variety of tasks and accomplishments effectively shifting the focus form just killing. If revives gave the same value as downs ( a system which would synergize with the above respawn mechanics as deaths gained more impact) more medics would actually do their job. Expanded, this principle could include, point or holding objectives, bonuses for not being killed x or y time or amounts, leadership bonus, etc. Just as its possible in many MMOs level through crafting, exploration , etc. allowing players to progress through other expanded areas of game-play would let more support and objective oriented players contribute. Furthermore with the implementation of a more robust loadout and character progression system Eldar players would have access to the sidegrades and other feature that cost points etc. keeping them competitive despite neither their lore, flavor or potentially their in game characteristics optimized for e-sport kill tally focused play.
    • Eldar are Squishy. Shift systems away from "hidden math": The most glaring examples are the suppression and clanging systems. In both cases agency is taken away from the players by internal systems. In suppression, you are not given the choice of risking that etxra damage to get the headshot and the HB doesn't to have to be skilled to render you ineffective because Automatic suppression kicks in when you are far away from the fire behind cover, even standing adjacent behind cover to it while it is being shot through a doorway at someone else. You can land accurate shots (skill), and they can respond with spray and pray(nothing) and completely shut you down with little to no recourse. The bullets themselves should be the suppression not some extra automatic training wheel hidden math system. In clanging you are set up to lose by hidden math weapon values no matter what your skill ( though they are working on this). In either case skill is removed in favor of the game itself doing it for you. this can only hurt Elder players who will have lower values or set up WoW like situations where the dodge mechanic is not based on their skill or reationas a rogue but on hidden math values and more generally casting an ability after tab targeting means that ability hits no matter what your positioning or LOS, which are unfair either to the Eldar or to the opponents when they have to deal with crazy high damage automatic dodge/block death bots. The game should let the players rely on their on skill or lack thereof, rather than saying "x character always win against y becasue of reasons" then artificially ensuring it.
    P.S.: http://www.miniwargaming.com/content/Eternal-Crusade-Interview they also say that they are not "directly using/basing off/extrapolating from etc." the TT in the first 3 min of this interview.
    Philos likes this.
  2. Eldar?

    Yea deyz squishy, why youze askin?
    Philos likes this.
  3. Ohyoupokedme Poked First Blood!

    "Eldar gitz fink dey kan outsmart me.

    Maybe... Maybe...

    I 'ave yet ta see one dat kan outsmart DAKKA!!!!" - Some git
    Vae, Galen and Philos like this.
  4. Selgin Selgin Menial

    What I would like to see is that, even though Eldar will inevitably be the squishiest launch faction, there are opportunities in both lore and crunch to raise the skill ceiling to compensate. I realize some people resent me bringing up TF2 at this point, but I think an excellent way to illustrate the balance of Eldar vs Space Marine is to look at Scout or Pyro vs Heavy in TF2. Heavy has much higher health and devastating DPS in the close ranges where all three classes are at their strongest, but is slower in both movement and turn rate. The Scout and Pyro can use their superior speed and turn rate to prevent the Heavy from getting 'guns on', killing it without taking a scratch in the process. While obviously the parallels aren't perfect, it's the same sort of dynamic of a glass cannon character taking down a much heavier and, on paper, stronger character by using speed and a smaller hitbox.

    In the end, the real question will not be how can eldar players survive long enough to kill a SM player, but how a SM player can get guns on an eldar.
    Zaeryn and RageScreama like this.
  5. Zaeryn Zaeryn Master

    Again, it is still a completely viable tactic to strike at one spot to split the enemies' forces because they have multiple bases that can be assaulted at once. You are not limited to striking a single territory your enemy controls at a time. You can launch numerous side raids to split their force before your main one begins to drill straight through their front lines.

    PS2 didn't remove the play style at all. They simply limited the extent to which players could attack multiple bases. Instead of one squad going in and starting a back-cap on multiple bases you need multiple squads striking multiple bases you have supply lines to in order to split the enemy. EC also wants to focus on the "huge" battles. That is the entire point of an MMOTPS. Even before bE works their way up to open world they plan on having matches with at least 100 v 100 players. Eldar do have head-to-head combatants; they're called Howling Banshees and Striking Scorpions. While an Eldar should die to a Bolter more quickly than a SM should, if you had continued reading the post you claimed to have read you would also notice I said that Eldar weaponry would kill a SM faster than a Bolter would(I.E. Bolter Downs Tactical in 1.75-sec but only takes 1.25-sec to Down a D.Avenger; however, the Avenger's S.Cat can Down the Tactical in 1.15-sec, having the lower TTK due to having shorter range). Eldar don't have to rush into "the teeth of a defense". They have plenty of powerful ranged weaponry to break up/soften that defense before their more armored units like Striking Scorpions and Fire Dragons move in with Warlocks and D.Avengers, whom cover the advance/set-up of Howling Banshees and Dark Reapers to finish securing the area, Swooping Hawks patrolling the perimeter and marking targets for the Reapers to take out from a distance.

    Opponents should have to worry more about flanking when fighting the Eldar because the Eldar should have faster move speeds that allow them to get into position more quickly and/or get into positions other races could not in time. Having classes not be asymmetrically balanced is what will cause EC to be less than what it is, because it unnecessarily makes certain classes better simply because the Devs want more players to use those classes. The proper design should be at the very least a base asymmetric balance between all classes of all factions so the choice of class is based more on player preference and less on their ability to win the match or even overcome a single enemy. This should be a team-based game but being a WH40K game, every member of the team should be fully capable of killing their enemies in some manner of combat, be it long/medium/close range/melee or even sorcery/psionics. The good thing about EC is even though Orks should hypothetically be the best at melee they should hypothetically be the worst at range and EC is hypothetically going to consist of 50/50 ranged/melee not primarily melee. Furthermore, being this is Alpha, which comes before Beta, which comes before Full Release, and that bE wants to increase player count, it's likely map sizes will be improved. I can't say with any certainty about bE's builds but I know with my TT-based builds each faction would feel very unique to one another.

    Even just K/D and a respawn timer seems to be a pretty significant penalty to make players want to take cover in a objective-based games because they know if they kill their enemy without dying they can still help their team with at least some covering fire, while the enemy team is now down a man.If you are able to stay on the battlefield and continually kill enemy after enemy, not only are you preventing those enemies from killing your team but you are temporarily removing them from the battlefield, giving your team further breathing room to take an objective. Every second you are out of the action is another second the enemy has on capturing an objective against your now out-numbered team. Eldar wouldn't be forced to play into their opponents' strengths if they use the right classes/wargear to help counter-act those strengths and/or use their own strengths against the enemy before engaging a weakened foe on their home ground. The removal of life-steal as a default for melee attacks, along with a host of statistical changes, will prevent melee from charging it uncaring and chopping 'til they drop because charging in without care would get them shot Down and/or Finished. When talking about how the game should be when fully completed I don't talk about what the current mechanics cause to happen, because I already know what the current mechanics cause to happen in-game(things people don't like), which is why I make suggestions for how they should function when the game is fully completed.

    In the end, bE doesn't really use TT(but I don't think I have ever heard them say why) other than for wargear/class names/descriptions apparently, which makes me wonder how they decide how much Armor/HP any individual class should have or how much damage any individual weapon should deal. What is their basis for those values and what causes those values to result in a WH40K feeling game, rather than a game with WH40K skins? It's great that we want Eldar to be something but we do already have concrete details on a lot of their core statistics that make them the races from WH40K. All factions should have the same death penalties because all classes of all factions should be asymmetrically balanced. Infinite respawns allows players that want to play as Orks/Eldar, which should both have lower TTKs than C/SMs, but may not be the best player to feel like they aren't as heavily impacting their team by taking away lives. Fightin' Juice!* can help with the Green Tide. Eldar charging in like Orks should be more likely to get them killed, which in turn should cause them to be more stealthy and speedy, making use of cover and their long ranged weaponry. In an objective based game where you have to move in to a building to hit/take the objective the enemy is unlikely to ever let you completely draw them out. You have to weaken their defense as much as possible from outside before making the internal push to secure the objective. AoE weapons are amazing at pushing inside a building. At some point the Eldar will likely have to engage in melee combat, which is fine because their speed should allow them to contend with stronger enemies.

    *Fightin' Juice!: Applies a minor heal with a slow but long lasting heal-over-time. If the Ork with the Juice! applied goes Down their Down HP and Crawl Speed would be increased, making it more likely they will be able to cross the remaining distance into cover. This encourages Orks to get Juice!d up by a Pain Boy and charge across an enemy's killing field to get into a building/cover and revive/heal on the other side, rather than having to make use of suppressive fire and flanking tactics more common amongst SMs.
    Additionally, if the Downed Ork had a high percentage of their Down HP remaining(I.E. 83.5%) when the Juice! wore off they would be auto-Revived to the Critical State. Weak and easier to kill if not healed but still a source of DPS.

    • Capping should be the same between factions. The squishiness of a class should be irrelevant if they're being protected by allies while capping the point.
    • Respawn times should be the same between factions because each class of each faction should be asymmetrically balanced. Technically the cappers would be imbalanced due to being able to cap, which is great for artificially attempting to raise the need for that class(even though only 1 is necessary) but in the end leads to rewarding those classes the most and causing dissent in those that prefer playing the other classes.
    • bE could enlarge each capture point structure to be a larger building like those in Planetside 2, where multiple players in multiple rooms can fight it out against each other over that particular point, while more fighting is going on for others elsewhere. As for capping a point with bodies, that is how PS2 does it but in a game like EC that would actually be detrimental to the comparatively more squishy Eldar that would then have to stay on the point and be vulnerable to AoE weaponry/body presses instead of starting the point flip, leaving some internal defenders and having the rest of the team spread out to fend off the enemy from outside.
    • Capturing objectives, stopping objective caps, healing, reviving, re-arming allies all provide XP, the first two far more than even a Down and Execution, while healing and being around point captures can put Sorcs at the top of the leaderboard.
    • Suppression is a natural reaction to fear of death that causes one to seek cover. Artificial suppression specifically refers to the artificial means used to try and force an enemy to seek cover because of the fallacy of believing fear of death does not exist in video games, when it clearly does and shows each and every time a player takes cover for any amount of time, be it a quarter of a second to 5 minutes. That said, it should be reduced or preferably removed so the Heavy Bolter can have proper accuracy in all states and be able to more reliably win against Bolter users at medium/long ranges. Actually, the only thing they are working on with Clang is removing its Stamina cost. Now, weapons have a recharging durability bar. Clang should be removed and replaced with Block. The supposed purpose of Clang is to give two players that Basic Attacked each other and "Clanged" a moment to decide what they want to do next. Based on what weapon you and your enemy had you should already have had a game-plan in mind so if you were planning on just going in and Basic Attacking them to death you should be able to, even if they decide to try and just Basic Attack you to death. If either of you doesn't want to be Basic Attacked to death you should Block or preferably D.Bash, which auto-Blocks Basic Attacks.
    bE says they aren't using much of the TT but don't give a reason why. Brent then says that the TT is "a" interpretation of the WH40K universe when it is THE interpretation of the WH40K universe as per its creators, GW. Things like the TT and Deathwatch RPG have the core statistics for classes/weaponry that should be used as a foundation and tweaked as necessary for balance.
  6. Are we going to see Eldar circumventing around Space Marines? Hacking at them while they waddle around trying to get a bead on them

    Because I can live with that
    Philos and Iyan like this.
  7. Nerazi ChampionUnknown Active Member

    I know I will be doing a lot of that. Their armor is so... it makes them look like a glorified trash can.
  8. Then you have not seen Ork armor
    Philos likes this.
  9. Bentusi16 Bentusi16 Prefectus

    Who literally have a garbage can as one of their walkers. And then a BIGGER garbage can as their bigger walker.

    Anyway.

    I think Eldar should be able to do flips while sprinting if they tap A or D while sprinting while maintaing forward momentum.
  10. Briegrhui Dunedhel Active Member

    mostly agree with you Z, but I think that in the small map current lobby arena style shooter have something needs to be done to make it 40k especially with the Xenos. The spawn timer manipulations would at the very least change ( or inject some even the SMs right now don't "feel" very SMy they could be any generic space armor wearing soldier) the flavor of each faction and deal with the completely non tactical, non-squad faction flavor oriented based and non- gameplay that is so prevalent and completely viable in terms of efficacy. For a faction like the Eldar (orks too maybe even more so) where their flavor IS their battle methodology and attraction and in universe justification all rolled up in to one not nailing the flavor would be a complete failure.

    In terms of the area capping I envisioned more a riff on the Heroes and General style where an entire warehouse or hanger was the "objective"( and objective not point) so having a body in the building counted towards cap. this would definitely allow people to and even squads to fight inside an objective without corralling them in a tiny space as plasma spam fodder. Which i think is what you were saying great mind i guess. This also makes sense given the huge spaces 40k is known for in their artwork etc. the universe is one of extremes but the maps seem relatively generic with 40k aesthetics. ( I also don't count ammo boxes as faction specific ownership changes hehe.) For Eldar this would mean the ability to cap without that toe-to-toe slug fest becasue they could be sneaky or evasive and even allow them to draw their opponents out as they have to cover a larger area (this would also foster squad tactics instead of the zerg chain capping style). Or alternatively they could pressure multiple faux objectives with their speed spreading out the enemy for the aspect strike on the real one. Very Eldar tactics and strats.With the current build ( or its logical extrapolations) as is it doesn't seem like that playstyle will be effective or even possible.

    I say go even further with exp use it as an incentive to foster the kind of environment and play style the devs want. Or claim to want becasue many of their decision and implementations do not reflect a desire for a tactical game. Eldar don't necessarily count kills(certainly not in the same way as a e-sport) or go for complete force destruction (like orks or chaos/SM) and they are supremely objective focused, often the battle itself is just a feint to allow them to achieve something else, or the majority of the enemy force is left untouched in favor of completing theirs goals, applying the appropriate aspect warriors surgically then withdrawing. It is fair ( if possibly unrealistic ) to respect their in game play-style to reflect that. Killing is fun and all but its not thier main focus so it wouldn't be out of context to reward them more for objective based gameplay than for CoD style e-sport gameplay. As always, this game was supposed to be a tactical shooter at some point the gameplay should reflect that. As is incentivizing k/d hunting, over objectives and teamplay doesn't achieve this.

    agreed on the suppression the bullets and the accuracy of the player should be enough which means the HB should be accurate up to a certain point and not a locked in artificial suppression machine at all ranges, if the fear of death doesn't exist then that's a kill for the HB player(and this lack of fear of death/consequences is exactly why I suggested some of the other stuff, those ideas while certainly not the end all would place more meaning on the in game deaths and give skilled, smart player and edge against spamming CoD kiddies etc.) then at logical ranges, I do not think they should be able to shut down a stalker bolter due to the "training wheel" mechanic when none of their bullets are actually hitting the player. For Eldar the current situation means that a HB player will be able to completely negate their speed and agility from anywhere "automatically" with the Eldar having no counter/recourse. Despite the fact that Eldar are explicitly stated in nearly all "interpretations" as using both their speed and agility to counter that kind of spam. They are so fast and agile the gunner can't draw a bead on them but the "artificial" training wheel system means they don't have to, the debuff is applied no matter what regardless of the HB players aiming skill and/or the Eldar players evading/pathing skill.

    Yeah man don't know why TT isn't more of a influence, just know that it isn't.

Share This Page