The fever/mine issue


#1

Hello everyone,

Whenever i played lately i observed something. More and more players seem to be using the combination of 2 fevers/mines. Fever and mines are equally big atm (except timebomb and trigger bomb). The effect do not really matter either, because they mostly steal the same amount of points. So it is basically irrelevant which fever/mine one is using you will always play the same (again triggerbomb is an exception here).

Most players spam fevers and mines all over the field and just run away, so shots are in a big disadvantage. Imo this combo needs to be changed.

Here a screenshot of something interesting:

Oh what a surprise, 11/12 modules are fevers or bombs.

Possible things that could be done:

  1. Make fevers and mines smaller. I was thinking of the size of a trigger bomb. Like that spamming would actually not be that effective anymore and you would actually have to aim.

  2. Make fevers and mines time based. By that i mean that they should expire after a certain amount of time, just like the stealth mine does atm.

  3. Something that @Owl mentioned: Fevers should deal less damage. But if you kill someone under the fever effects you should get a bonus amount of points. If the player manages to survive the fever, you don’t get a bonus.

What do you guys think about this?


#3

Well. Im always complaining about im ultra focused by mines and fevers, so im ultra agree with you :wink:


#6

Yes I agree with it too… cause sometimes u can try so hard with other modules and then u cant go anywhere cause there r soooo many fevers around :joy::stuck_out_tongue_closed_eyes:


#7

Indeed, sometimes there are even 3-4 or more fevers in one place … have you tried to go through that :joy: its 4 times around 10%. That is around 35% of points you could lose :joy: with mines you r at least immune for a certain amount of time.


#9

fevers <3


#10

Totally agree with you Line. I do see some people spam their fever/mines and it can get annoying, especially when you pride yourself to have good aim with them, haha. But, I LOVE the suggestion @Owl made where you get extra points if someone dies under the effects of your fever. I think they should be made slightly smaller in size so that aiming is actually needed. However, when looking at the playing field in your picture, it seems that there is still a reasonable amount of space left to use.
Thanks for bringing the issue to light!


#11

Maybe not as small as a trigger mine, but definitely smaller.

I think that fevers should have a time effect, but not mines, since they can help you survive as well.

I like the Owl idea. It was from the old game modes…


#12

As this topic doesn’t get any attention at all I thought he would ask at least for an official rebalancing or a statement from devs if they think that modules are perfectly balanced for now. I havent seen any balancing actions in like a month or 2 and i dont think modules are balanced at all, especially if they r used in a certain combination.


#13

totally off topic but i sprained my foot :sob:


#14

In game a lot of players agreed that fevers might be too big/too strong with everyone getting better at aiming with them. I was wondering if you guys are planning some re-balancing soon?


#15

I agree that there is problem with fevers/mines. It’s not op when you have one fever/mine and something else (shot, defensive module etc.) but if you have fever+mine or fever+fever equipped it is definitely op. I’m not sure I like the decision to make fevers smaller. But make it time based (like stealth mine) or make it less damage if someone survives with it are good ways to balance it in my opinion.


#16

I totally agree, They are too op And its too ez to be killed when you are 1st And there is 7-8 module that is Fever/mine. If you could at least put a timer so They cant stay the whole round, maybe only 5 sec
but trigger is ok imo


#17

We are actually really considering this (fevers/mines disappear after some time), but the main reason is not that they are “op” (because from the stats fevers are mostly in line with the other powers), but because towards the end of the round the field is cluttered with tens of fevers, thus making it hard to find a free path and it makes everything look messy. Also because they do not disappear you usually want to throw one as soon as it’s off cooldown, so you just spam fevers as fast as possible.

We are also planning a balance patch for next week.


#18

totally agree on the fact that sometimes there isn’t even a free path to go to. And indeed some powers won’t affect the people running, because they use bombs and fevers.


#19

Good to know, just an addition: As some players already mentioned fevers on their are pretty balanced, meaning using them with idk single shot seems ok. But once they are used with other fevers or mines they are mostly just spammed and if aimed even a little very very effective.

I hope you consider not only single modules but even calculations in your balancing strategies :stuck_out_tongue:


#20

In my opinion, make fevers have half the diameter, and they start to randomly disappear when there are less than half the people left, a setting that can be adjusted in custom rooms. Fevers placed after these people are still alive will not disappear. Also, make mines travel slower. IDK.