Archived Post
09-07-2009, 06:06 PM
Something I noticed today. When you first enter PvP, the game "boosts" your level to the next multiple of 10.
However, there's a problem.
It only boosts your hitpoints and power damage, and applies the new higher level to your much lower level defense and attributes for scaling purposes.
That means, when you go into PvP and you're level 21 or so, you might have your base damage and hitpoints raised, but your 25% crit is now 4%, your +30% offensive superstat bonus is now +11%, and your +20% defense bonus less than 5%.
This basically means that whichever side winds up with more people close to the cap for that bracket wins.
Another problem I've noticed is that a lot of the UTC maps are like CP_Well from Team Fortress 2. Whichever team wins the initial zerg is guaranteed to win the match because it's astoundingly easy to destroy people piecemeal as they zone through the gate. Some kind of one way tunnel from the staging rooms would have been a much better design than the current "Slam Z waiting for it to let you in, load into minimines" method.
However, there's a problem.
It only boosts your hitpoints and power damage, and applies the new higher level to your much lower level defense and attributes for scaling purposes.
That means, when you go into PvP and you're level 21 or so, you might have your base damage and hitpoints raised, but your 25% crit is now 4%, your +30% offensive superstat bonus is now +11%, and your +20% defense bonus less than 5%.
This basically means that whichever side winds up with more people close to the cap for that bracket wins.
Another problem I've noticed is that a lot of the UTC maps are like CP_Well from Team Fortress 2. Whichever team wins the initial zerg is guaranteed to win the match because it's astoundingly easy to destroy people piecemeal as they zone through the gate. Some kind of one way tunnel from the staging rooms would have been a much better design than the current "Slam Z waiting for it to let you in, load into minimines" method.