4 September 2015 - 16:11 CEST
Hello!
There has been a lot of discussion generated recently on the topic of Comp Mod, so we've decided to lock the old thread and open up a new one. With the recent news update on Season 7 it is also prudent that we begin to organize a more concise approach to potentially making changes to our beloved Comp Mod.
Combining the ideas and changes discussed on the forums and the Slack channel, Kash and I compiled all of them into one public document we're calling the Comp Mod Ideas Database. Additionally, what we have done is organized the ideas into three categories: Green, Yellow, and Red.
Green Ideas - High Potential - the most thought out and developed ideas and changes. They may not be perfect, but they are changes we think have best potential to be implemented into Comp Mod. It is important to note that this DOES NOT mean that they are definitely going to be implemented
Yellow Ideas - Has Some Potential/Needs Work - have some potential, but currently need significant rethinking to work. If you can think of ways to improve them please let us know!
Red Ideas - Very Low/No Potential - require serious work and are not very well thought out or balanced. These ideas have the lowest priority and potential but may offer some interesting concepts in the future. There's some bad ideas here folks, but there might be some clever ideas, so I decided to leave them in. The really bad ideas have been struck out if you were wondering what that means.
Now, what we'd like everyone to help us with is to develop these ideas, specifically the green and yellow ideas. You'll notice that sometimes I've included multiple ideas under one title like "LMG Spread" and "Grenades." These are separate ideas, not just one big idea. For example: we think the GL needs a balancing change because it feels too easy to kill lerks and does very high structure damage (about 4% of a fully matured hive in 1 grenade). Should we only reduce the projectile size? Should we look at lowering the base damage as well? Or should focus on the structure damage multiplier only? Or a combination of these ideas? As always, please leave constructive criticism only (explanations & reasoning) - not just "that is dumb." Try to be specific with your feedback (EX: I don't like the Yellow Idea #5 for Aliens about Webs because Marines should never be fully immobilized even for half a second. It's too strong). Also be aware that we have some ideas for the same skill under different categories. Look at Fade Stab for example. We have a Green Idea/Yellow Ideas/Red Ideas. The green idea is basically just a small change that wont make Stab any more viable in comp, but doesn't throw off balance at all so why not implement it? I think we'd be better off developing our yellow ideas personally.
Also, feel free to post new ideas here as well, though I can't guarantee it will be added to the document.
There has been a lot of discussion generated recently on the topic of Comp Mod, so we've decided to lock the old thread and open up a new one. With the recent news update on Season 7 it is also prudent that we begin to organize a more concise approach to potentially making changes to our beloved Comp Mod.
Combining the ideas and changes discussed on the forums and the Slack channel, Kash and I compiled all of them into one public document we're calling the Comp Mod Ideas Database. Additionally, what we have done is organized the ideas into three categories: Green, Yellow, and Red.
Green Ideas - High Potential - the most thought out and developed ideas and changes. They may not be perfect, but they are changes we think have best potential to be implemented into Comp Mod. It is important to note that this DOES NOT mean that they are definitely going to be implemented
Yellow Ideas - Has Some Potential/Needs Work - have some potential, but currently need significant rethinking to work. If you can think of ways to improve them please let us know!
Red Ideas - Very Low/No Potential - require serious work and are not very well thought out or balanced. These ideas have the lowest priority and potential but may offer some interesting concepts in the future. There's some bad ideas here folks, but there might be some clever ideas, so I decided to leave them in. The really bad ideas have been struck out if you were wondering what that means.
Now, what we'd like everyone to help us with is to develop these ideas, specifically the green and yellow ideas. You'll notice that sometimes I've included multiple ideas under one title like "LMG Spread" and "Grenades." These are separate ideas, not just one big idea. For example: we think the GL needs a balancing change because it feels too easy to kill lerks and does very high structure damage (about 4% of a fully matured hive in 1 grenade). Should we only reduce the projectile size? Should we look at lowering the base damage as well? Or should focus on the structure damage multiplier only? Or a combination of these ideas? As always, please leave constructive criticism only (explanations & reasoning) - not just "that is dumb." Try to be specific with your feedback (EX: I don't like the Yellow Idea #5 for Aliens about Webs because Marines should never be fully immobilized even for half a second. It's too strong). Also be aware that we have some ideas for the same skill under different categories. Look at Fade Stab for example. We have a Green Idea/Yellow Ideas/Red Ideas. The green idea is basically just a small change that wont make Stab any more viable in comp, but doesn't throw off balance at all so why not implement it? I think we'd be better off developing our yellow ideas personally.
Also, feel free to post new ideas here as well, though I can't guarantee it will be added to the document.