by Hawkeye Miihawk » Sat, 23 Apr 2011 21:05
My ideas on balancing coaches and skills. (All this was written on the assumption that returning serve, stamina, speed, and reflexes were tweaked. With the addition of more errors in the overall game, slicing toned down, etc. Practically all the stuff we’ve discussed in the Balancing thread.)
There were some other skills that appear really good now, such as reach swings expert, but we’ll have to wait and see how good it really is after the patch. I can’t see the future, but these are the coaches that I thought could rise to power were Pei Jing Quah balanced. Their points distribution were really good, and if tweaks are made to areas of the game I thought they would easily dominate the top coaches list. Some of them are really good right now; the only reason why they aren’t shining is because of Pei Jing Quah. Coaches/skills that are under the radar now could rise up after changes, so this is definitely a work in progress. I used many combinations to try and determine how good those coaches were, the skills they give, and tried to “balance” them from there.
Skills that need tweaking.
(1) Monster defense: I think this skill should become "You make less errors on your opponent's first game point". Your shots should not become more precise or effective, just less errors. This would not make the 2nd skill (instant rocket, topspin invasion, or whatever) 10x better than they already are. It would activate every time your opponent receives game point for the “first” time and for that time only. I’ll explain what I mean by the “first” time.
-Case 1: If your opponent is serving, and goes up Ad point, monster defense would activate, and you’ll make less errors. You play well and take it back to deuce. At deuce, monster defense deactivates. You lose the point and your opponent goes Ad up again. He has gained game point for the second time. Monster defense would activate again, and you’ll make less errors for the next point. If you win the point again and go back to deuce, monster defense would not be active for the deuce point, and so on.
-Case 2: If your opponent is serving and is up 40-0, monster defense would activate only for the next point played since your opponent has game point. If you win that point and the score becomes 40-15, monster defense would not be active for the next point, or the one after that. You would have to take it up to deuce, and your opponent would have to go up Ad point, for monster defense to become active again (Case 1).
The reason why I didn't say "make less errors when your opponent has game point" is because this would punish the person who fought hard to get up in points, like the current monster defense does. This way someone who is trailing 6-1 during the tie break, or down 0-40 can't just sleep and rely on monster defense to bring them back. Your opponent works so hard to get up 40-0 or 6-1 during the tie break, and the person who is down shouldn’t get to make less errors for 3 or 5 straight points, no. This way, characters with monster defense can come back, but they can’t come back ALL THE TIME, AND ANYTIME. They’ll make less errors and get a lot of balls back that others would have hit out, but they still have to play good, and can’t just rely on the skill to do the job. “Making less errors and shots becoming more precise” is too much.
(2) Diesel Returner: If returning serve is tweaked, then diesel returners should have a field day with average/weak servers. With skill, they should give good big servers trouble. The coaches that give diesel returner don’t seem to give points into forehand/backhand/power. They aren’t going to be winning baseline rallies frequently because of this. So their main strength comes from their ability to break their opponent’s serve. If reflex becomes the primary return stat, with strokes being secondary, diesel returners should also be able to stand out from good returners who aren’t diesel returners. Good returners will make less errors off the return, and their frequency of attacking serves (hitting clean winners or hitting a good return that is hard for the server to attack) would be average/medium depending on the server. Diesel returners would make even less errors off the return, and their frequency of attacking serves should be high.
Coaches that need to be toned down and/or reworked
(1) Pei Jing Quah – The amount of points she gives needs to be taken down from 50 to 35, and redistributed differently: +6 fh, +6 bh, +6 serve, +4 volley, +3 power, +7 stamina, + 3 reflex. Monster defense needs to be redefined, and the above definition of monster defense would work perfectly with these new tweaks. This way topspin invasion wouldn’t be overkill. They can be offensive with topspin invasion, and can make comebacks (through good play) with monster defense.
(2) Jon Samala – The amount of points he gives needs to be taken down from 45 to 35, and redistributed: +8 fh, +5 bh, +5 serve,+3 volley, +8 power, +6 stamina.
(3) Snezlana Savina – Points taken down from 50 to 35, and redistributed. +5 fh, +5 bh, +5 serve, +5 volley, +5 speed, + 10 reflex.
(4) Lydia Jara – Points taken down from 45 to 35, and redistributed. +13 serve, +4 volley, + 9 power, + 9 reflex.
(5) Drew Welch – Points taken down from 50 to 30. +5 fh, +5 bh, +10 serve, + 5 power, + 5 stamina.
(6) Remi Ercolani – Points taken down from 50 to 35. + 5 power, + 10 stamina, +15 speed, + 5 reflex.
Last edited by
Hawkeye Miihawk on Sat, 23 Apr 2011 21:18, edited 1 time in total.