Hi all, so as this title suggests, I’ve come up with some ideas on how to improve WZFF without altering the experience too greatly. What I mean by this, we can improve it without “nerfs”.
Firstly, one of my main personal issues is not getting credit/points for damage done to bosses before the last shot was landed. What I mean by this is, say for example you have a tank, and you are hitting warden eternal. You get him to around 15% health. Your tank dies, and you wait 30 seconds to respawn. In that time, he is killed, but you get absolutely nothing for it. Therefore, a simple solution to this, would be a real time point counter for damage dealt to only bosses. Put simply, for every bit of damage you do, you get points. E.g, 1 damage = 1 point. So, this would encourage players who don’t have REQs to still shoot at the bosses (yes even loadout weapons can do decent amounts of damage, especially to criticals) while also encouraging players to spawn their req items they’ve been saving, like myself. Nothing annoys me more than hitting a boss with my last tank and not getting anything for it, when I could have simply sold that tank and pocketed the 100rp. So in short, you’re getting points rewarded for every bit of damage you do, and in terms of the credit/takedown/assist medal, that will get awarded the same way it is now, but players who did 25% damage or more to the boss, and die- therefore boss dies during respawn- still get credit for weakening them significantly.
Secondly, another issue is enemies constantly being spammed in the crammed boss fight zones. I believe the boss round should start off with all the enemies being spawned in at once, not coming in constantly. Because it is too easy to be swarmed by freshly spawned enemies while you are in a tank or any other heavy vehicle. Further, knight spamming should be slightly reduced on certain maps, as they are literally used as cannon fodder in some stages-it’s just absolutely rediculous. I don’t believ this is a nerf, as it’s not weakening the enemies, just fixing the absurd spawn rates.
Finally, players who perform very well (top of the leaderboard, lots of boss kills etc) should get a much greater req point boost. If you win, and are at the top of the leaderboard, the most you’ll get is around 2700-2800 Rp (without a boost). If you are at the bottom of the leaderboard and win you get around 2500-2600-without a boost- (tested this myself). So literally, the difference between top and bottom is a few hundred Rp. Personally, I think higher performing players should get 3000 RP, as doing so well in firefight requires the use of REQs or good skill level/teamwork. I believe that should be better rewarded. Same goes with arena, but that’s a seperate topic.
Tell ll me what you all think. And yes, I am aware of the firefight feedback thread, however this is suggesting straight up solutions/additions/tweaks rather than just giving feedback. Further, I think this post would be lost in the thousands of posts there, and it’s far clearer here. Also, everyone can see it and add to it as a community.