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 Post subject: League and Matchmaking Grifball Settings
PostPosted: Sun Jan 02, 2011 1:29 pm 
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GGL Commish
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When creating your new Grifball gametype, you might want to consider using settings similar to the ones that are used in GrifballHub's Good Games League, Grifball.com's American Grifball League of America, and the matchmaking hopper. That way, when players try out your settings, they will find themselves in familiar surroundings.

As a reminder:
Vanilla Grifball has no armor abilities.
Grifball Dash features Sprint and Evade.
Grifball Evolved features only Evade.
Blargball has no armor abilities.
Zealot Blargball features only Evade.

There are a few other minor tweaks between the gametypes, as noted below.

This was last updated on 11/3/11

Quote:
Game Options
Score to Win: 1
Teams: Enabled

- Grifball Options
Sides: Grifball
Bomb Arm Time: Instant
Bomb Fuse Time: Instant
Bomb Disarm Time: Disabled
Bomb Reset Time: 30 Seconds
Reset on Disarm: Disabled
Super Shields: Disabled
Bomb Carrier Cooldown: Disabled for Vanilla and Evolved, 1 Second for Dash


- Weapons and Vehicles
Primary Weapon: Gravity Hammer
Secondary Weapon: Energy Sword
Weapons on Map: Map Default
Grenades on Map: None
Vehicle Set: Map Default
Indestructible Vehicles: Enabled
Abilities on Map: None
Turrets on Map: None
Powerups on Map: Map Default

- Custom Powerup Traits (Neutral Host/Cameraman)
Duration: 90 Seconds

- Shields and Health
Damage Resistance: Invulnerable
Shield Multiplier: No Shields
Shield Recharge: 0%
Health Recharge: Unchanged
Immune to headshots: Enabled
Immune to assassination: Enabled

- Weapons and Damage
(* Settings are not presently available, included in case they are made available in a future variant)
Melee Modifier: 0%
Damage Modifier: 0%
* Primary Weapon: Energy Sword
* Secondary Weapon: Energy Sword
* Starting Equipment: Unchanged
* Grenade Count: No Grenades
* Infinite Ammo: Bottomless Clip
Weapon Pickup: Disabled
Equipment Usage: Disabled

- Movement
Player Speed: 25%
Jump Height: 0%
Player Gravity: 200%
Vehicle Use: None

- Sensors
Motion Tracker Mode: Off
Motion Tracker Range: Unchanged

- Appearance
Active Camo: Good Camo
Waypoint: Disabled
Visible Name: Disabled
Forced Color: Unchanged

- General Settings
Number of Rounds: 5 for Matchmaking and GGL default, 9 for AGLA default
Time Limit: 3 minutes for Matchmaking, unlimited for GGL and AGLA default
Sudden Death: 30 seconds for Matchmaking, none for GGL and AGLA default

- Base Player Traits

- Shields and Health
Damage Resistance: 100%
Shield Multiplier: No Shields
Shield Recharge: 0%
Health Recharge: 200%
Immune to headshots: Disabled
Immune to assassination: Disabled

- Weapons and Damage
Damage Modifier: 125%
Melee Modifier: 110%
Primary Weapon: Gravity Hammer
Secondary Weapon: Energy Sword
Starting Equipment: Unchanged
Grenade Count: No Grenades
Infinite Ammo: Bottomless Clip
Weapon Pickup: Enabled
Equipment Usage: Enabled

- Movement
Player Speed: 100%
Jump Height: 110% for Vanilla, 100% for Dash and Evolved
Player Gravity: 75%
Vehicle Use: None

- Sensors
Motion Tracker Mode: Unchanged
Motion Tracker Range: Unchanged

- Appearance
Waypoint: Visible to Allies
Visible Name: Visible to Everyone
Forced Color: Unchanged

- Spartan Loadouts (Tier 1)

- Loadout 1
Name: Warrior
Primary Weapon: Gravity Hammer
Secondary Weapon: Energy Sword
Equipment: Evade for Evolved and Dash, None for Vanilla
Grenades: Unchanged
Hide Loadout: Not Hidden

- Loadout 2
Name: Gladiator
Primary Weapon: Energy Sword
Secondary Weapon: Gravity Hammer
Equipment: Evade for Evolved and Dash, None for Vanilla
Grenades: Unchanged
Hide Loadout: Not Hidden

- Loadout 3
Name: Sentry
Primary Weapon: Gravity Hammer
Secondary Weapon: Energy Sword
Equipment: Sprint
Grenades: Unchanged
Hide Loadout: Not Hidden for Dash, Hidden for Evolved and Vanilla

- Loadout 4
Name: Recon
Primary Weapon: Energy Sword
Secondary Weapon: Gravity Hammer
Equipment: Sprint
Grenades: Unchanged
Hide Loadout: Not Hidden for Dash, Hidden for Evolved and Vanilla

- Loadout 5 (Hidden)

- Elite Loadouts (Tier 1)

- Loadout 1
Name: Warrior (Zealot in Zealot Blargball)
Primary Weapon: Gravity Hammer
Secondary Weapon: Energy Sword
Equipment: Evade for Zealot Blargball, None for Blargball
Grenades: Unchanged
Hide Loadout: Not Hidden

- Loadout 2
Name: Gladiator (Royal Zealot in Zealot Blargball)
Primary Weapon: Energy Sword
Secondary Weapon: Gravity Hammer
Equipment: Evade for Zealot Blargball, None for Blargball
Grenades: Unchanged
Hide Loadout: Not Hidden

- Loadout 3 (Hidden)

- Loadout 4 (Hidden)

- Loadout 5 (Hidden)

- Respawn Settings
Respawn Time: 3 Seconds
Suicide Penalty: None
Betrayal Penalty: None
Lives Per Round: Unlimited

- Advanced Respawn Settings
Duration: None
All other settings: Unchanged

Team Changing: Not Allowed
Friendly Fire: Enabled
Bertayal Booting: Disabled

- Bomb Carrier Traits

- Shields and Health
Damage Resistance: 300%
Shield Multiplier: Normal Shields
Shield Recharge Rate: 200% for Vanilla and Evolved, 90% for Dash
Health Recharge Rate: 200%
Immune to Headshots: Unchanged
Immune to Assassination: Disabled

- Weapons and Damage
Damage Modifier: 300%
Melee Modifier: 300%
Primary Weapon: Unchanged
Secondary Weapon: Unchanged
Starting Equipment: Unchanged
Grenade Count: No Grenades
Infinite Ammo: Unchanged
Weapon Pickup: Unchanged
Equipment Usage: Enabled for Dash, Disabled for Evolved and Vanilla

- Movement
Player Speed: 120% for Dash, 150% for Evolved and Vanilla
Jump Height: 110% for Vanilla, Unchanged for Dash and Evolved
Gravity: 75%
Vehicle Use: None

- Sensors
Motion Tracker Mode: Unchanged
Motion Tracker Range: Unchanged

- Appearance
Active Camo: Unchanged
Waypoint: Visible to Everyone
Visible Name: Visible to Everyone
Forced Color: Orange

- Cooldown Traits
All Unchanged except:

Weapons and Damage
All Unchanged except:
Weapon Pickup: Unchanged for Vanilla and Evolved, Disabled for Dash





Let me know if you have any questions.


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 Post subject: Re: League Grifball Settings
PostPosted: Sun Jan 02, 2011 2:31 pm 
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could you turn down the damage resitense on the runner, hes WAY to hard to kill.

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 Post subject: Re: League Grifball Settings
PostPosted: Sun Jan 02, 2011 10:53 pm 
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We've played with the variant a lot and this is the best we've found so far. While it would be nice to take the runner resistance down a bit, the steps between levels is not conducive to minor tweaks. For example, Damage resistance is at 100 and ideally we'd want it at around 90, but the next step is 75 or something like that.

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 Post subject: Re: League Grifball Settings
PostPosted: Sun Jan 02, 2011 11:20 pm 
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i could get it 90...

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 Post subject: Re: League Grifball Settings
PostPosted: Mon Jan 03, 2011 12:23 am 
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The numbers were just an example. Bottom line is that the increments are too large for us to be able to tweak the game just the way we want it. :)

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 Post subject: Re: League Grifball Settings
PostPosted: Mon Jan 03, 2011 11:12 am 
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wish bungie would change it, since their putting in to matchmaking and all, see like theyd want it perfect but,...

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 Post subject: Re: League Grifball Settings
PostPosted: Mon Jan 03, 2011 11:59 am 
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The runner speed is like that, too. Our options are 100, 110, 120, 150, and 200. In a perfect world, I'd like to put the runner at 125% for Dash and, say, 160% for Evolved.

I assume it's just a variable that gets multiplied in the code, so Bungie could have given us a slider to place it at anything we want. Don't know why they didn't.

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 Post subject: Re: League Grifball Settings
PostPosted: Mon Jan 03, 2011 3:26 pm 
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to keep us coming back for more halo games, where that option is present

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 Post subject: Re: League Grifball Settings
PostPosted: Tue Jan 04, 2011 4:45 pm 
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Have you tried adjusting multiple settings at once? For instance, maybe give everyone (125%) attack. The non-runners' resistance would be boosted to (125%) to match, but the runner would only go to (110%). That would be the equivalent of putting runner damage resistance at (88%), a number that can't be achieved by adjusting only one setting.

That's what I tried to do with my current gametypes; I don't remember if I used the exact settings I mentioned above, but close. It's all based around one key Grifball dynamic: The sword must always kill the runner when it hits. If the listed settings in the OP maintain that dynamic, then I'm 100% in support of them.

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 Post subject: Re: League Grifball Settings
PostPosted: Tue Jan 04, 2011 9:21 pm 
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good point. you could just put the damge resistence of the runner on 90% though...plus that effects damage to anyone whos not a runner.(the majority of the players.)

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 Post subject: Re: League Grifball Settings
PostPosted: Wed Jan 05, 2011 1:36 am 
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Settings that a few other people and I found to work pretty well (bomb guy gets killed by sword, can still stiff arm several people in a row, hammer tanks don't tie each other as often, etc) are the same as above with these changes:

Base player damage resistance 10%; Damage modifier: 75%, melee 100%

Bomb carrier damage resistance 110%, normal shields

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 Post subject: Re: League Grifball Settings
PostPosted: Thu Jan 13, 2011 1:43 pm 
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Hopefully 343 will listen to the community next time around!


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 Post subject: Re: League Grifball Settings
PostPosted: Sat Jan 22, 2011 5:22 pm 
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If you can't adjust the runner, how about the weapons settings. I played in a game and I think I have it saved where a runner took 7 sword hits, 2 hammer hits and kept on going and eventually scored. That is just crazy.

By the way, that's without a med pack. That needs to go anyway.

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 Post subject: Re: League Grifball Settings
PostPosted: Sat Jan 22, 2011 5:27 pm 
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GGL Commish
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Yeah, Bungie switched around two settings that messed up the playlist a bit.

We set it at:

Melee Modifier: 110%
Damage Modifier: 125%


But Bungie set it at:

Melee Modifier: 125%
Damage Modifier: 110%


This makes the sword too weak to kill the runner in one swing. In league settings, the runner dies in one hit, if he doesn't punch back.

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 Post subject: Re: League Grifball Settings
PostPosted: Sun Jan 23, 2011 8:32 pm 
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ok, i love that bungie gave grifball its own symbol...

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