Thread 713042818 - /v/ [Archived: 1059 hours ago]

Anonymous
6/19/2025, 2:20:07 AM No.713042818
consider the following
consider the following
md5: 3011cc50fd5767f96084acef48781902🔍
Cooldowns are bad design
Replies: >>713043115 >>713044089 >>713044290 >>713044508
Anonymous
6/19/2025, 2:24:25 AM No.713043115
>>713042818 (OP)
I agree, but I do understand why they need to exist.
People often say: "They should just balance all the moves so that they can all be used at any time" but that really limits your ability to have cool, powerful super moves with crazy high impact, something certain games would obviously want to have.
I personally think the best middle ground is action-based cooldowns, where time plays no factor on the cooldown at all and you fill up for your next big attack by doing normal attacks, defending, etc. Since this makes cooldowns actually fit into the rest of the game's combat loop.
Anonymous
6/19/2025, 2:37:58 AM No.713044089
1587053560232
1587053560232
md5: 245196cd5de7c380b785cbde789a99c4🔍
>>713042818 (OP)
as someone whos been playing the 2017 Battlefront 2 a lot recently I have to say Im inclined to agree. Most of the abilities in that game for the basic 4 soldiers should often just be secondary weapons or equipment like they were in the 2005 game.
The harder hitting stuff could definitely be on a cooldown since each of the 4 classes has one big fuck you ability each.
that combined with ammo system for the secondaries/equiment would bring a new and arguably better dynamic to the game as well as give some of the weaker classes something to do/more nuance if one of them could resupply
Anonymous
6/19/2025, 2:40:21 AM No.713044290
>>713042818 (OP)
that's a stupid opinion.
Anonymous
6/19/2025, 2:43:07 AM No.713044508
>>713042818 (OP)
>Not allowed to spam
kek