A few thing's that would make pvp mechanics better to me.
1 make the bullets deal 2x the damage if you get shot out of cover.
2 make the bullets hit 3x harder if your being shot by someone who's in cover and your not in cover.
3 reduce the speed of someone being hit out of cover.
4 disallow running (the way you walk when disoriented would be fitting) in the direction of the bullets that's hitting you, if your out of cover and the person shooting you is in cover.
5 running stamina bar (only in comat) that changes depending on what kind of gun (pistol is light more stamina shotgun is more heavy
Less stamina) and gear you have on.
6 have special gear or gearsets that allows you to take more damage out of cover but, at the cost of reduced running and movement speed
This is just some of the few ideas that I always felt would make for a more better and strategic pvp experience.
I would like to hear how everybody feels about such changes and what changes would anyone else would like to add for a improve pvp experience in the division 2.
For the reasons below I believe the mechanics you outlined above would not work in-game
As an example, let us assume a lvl 30 Char in Div2 has 300k health. (Just for the sake of a tangible number)
> 1. Enemies out of cover take 2x bullet damage
·In your Division 2 does the Sniper spec 1 shot then?
·What about shotguns?
·The drone skill
·Does the multiplier apply to explosives as well? They are logically supposed to be more lethal than a single bullet so does 1 Frag grenade take 2/3 of your health when not in cover?
·What about the Grenade launcher Spec? (which all 4 members of the opposing team could wear every match)
· How strong is the Hive in this scenario, if it and the Glauncher can be used to push targets out of cover?
> 2. Further 3x dmg against out of cover targets, while you're in cover
·How much damage should snipers and shotties do?
100k to a player at optimal range in cover?
The whole 300K if they are out of cover and you are not? That seems very harsh.
> 3&4. Reduced movement speed & disorientation for targets under fire while out of cover
·How would Manhunts work?
·How would PvE players run away from rogues?
·Raid content would have to be incredibly easy, stilted or time consuming if you couldn't quickly move through enemy factions to get the best vantage points.
Especially if you can't heal in the open.
(Could you imagine Clear Sky where you can't run or heal under fire?)
> 5. Stamina bar in combat
·3 day Clear Sky runs?
·PvE players being ganked because they were not only focused on a Heavy but also because they cannot run infinitely once someone toggles Rogue (because they are now in two instances of "combat")
·No group can ever finish Manhunt because it becomes a 4v12/4v20 that they now have no chance to run from
> 6. Gearsets to improve dmg out of cover at the expense of speed.
·Generally a smart sniper doesn't have to move much to wreak havoc on unsuspecting squads so this would make them even stronger
·There is no more room for multipliers in your scenario without making all base weapon damages non existent.
So far you have raised the damage to targets out of cover by at least 300% in the right circumstances.
As an aside,
The game is a cover *based* shooter.
Not cover reliant.
The proposed changes would make being in cover the equivalent to wearing 3 Striker sets and requires no talent at all apart from being in a good position beforehand.
Also, this last one is an opinion:
It would be soooo boring to watch/play
I truly appreciate your opinions but, I would have to disagree with the notion that all of my ideas would be illogical.
I've played TD from day one and all the way up to it's current build and pvp was, is and always will be broken to me.
One of my biggest gripes with the pvp in this game is the cover base mechanic.
I shouldn't be at a disadvantage if I'm in cover and my opponent is not in cover heading right at me soaking up bullets like it's nothing.
When I'm glued to whatever object I'm using for cover it slows down my movement putting me at a disadvantage positioning wise when my opponent is moving right up on me while I'm still glued to my cover.
It makes it impossible for me to keep any distance and makes it easy for my opponent to close the distance on me.
This is just one of the many examples that I can give about the bad pvp mechanics but, I just wanted to focus on the main reasons I feel pvp is broken to me.
As far as my ideas goes, I think your right about balancing because a shotgun or a sniper would have to be taking into account but, I think it's something that can work if the balance is done right.
As far as fun the factor goes, I think hip firing while running around in circle super fast is not fun at all.
I think face tanking on just about every engagement is repetitive and gets boring really fast.
But, I think a combination of strategically choosing between a short, a med and a long range gun fight in and out of cover with advantages being based on what weapon, what gearset and player's positioning would make it fair and a competitive experience and competing = fun to me.
I appreciate your measured response.
I hear you and understand the type of combat you are taking about now.
I feel that patches like 1.6 & 1.7, with their shorter time to kill, leant themselves to more varied engagement distances without fundamentally killing the run & gun play-style.
I feel a simple adjustment to Stamina Scaling, or amending the PvP Damage Modifier would be a much more welcomed change than removing everyone's healing and banishing agents to the nearest cover for all eternity.
That's just not what this game is and despite the loudest opinions on this sub, quite a few people actually enjoy the RPG PvP in this game as it is/was.
This game is almost perfection to me but, the combat is what's holding this game back IMO.
Survival is one of the best game modes I've ever played and is almost it's own game in itself.
The DZ is an amazing original concept that I can't get enough of. ( even though it have become a bit soft since it's inception)
Everything else is just icing on the cake.
Is there's anything you feel that would improve the games pvp?Originally Posted by Merphee Go to original post
There is plenty good combat in the game right now if you follow(ed) the right people.
Masters of creating space and time; who through laser accuracy, prodigious movement and wiles control their enemies to traps and chokes points.
These guys are out there.
Not just gliding around the map. Real, tactical movers who limit their exposure to fire with decision making and communication.
Just because the guys in your local server might play the lowest version of the game doesn't mean there isn't higher play elsewhere.
Survival will always have a place in my heart, but it is not really the same game.
It is a battle royal with limited spawns, not RPG PvP.
I will play Survival but if the whole game was *just* Survival I'd never have bought it, personally.
I bought this game because it came out around my birthday so I checked a few streams and saw
the early mechanics, healing, damage numbers, customization, cool open settings and some playstyles I never even dreamt of and thought:
I need this.
There is nothing like this.
Channel Survival.Originally Posted by DauntlessClock9 Go to original post
It has basic skills and there are no set bonuses.
I agree with you 100%Originally Posted by Merphee Go to original post
Was thinking the same thing the other day while playing survival, even a pistols is viable weapon to use.