<Vig> currently, game balancing is a s**tbasket
<Vig> throwing one player into the other does nothing
<Vig> especially if the # of players is odd
<Vig> 5vs4, 3vs2, 2vs1 etc.
<Vig> rather than having a throwaround, the underdogs should receive +res
<Vig> based on the # of enemy players and their stats
The team with fewer player gets a boost to their resistance based on the stats of the other team.
The bonus should be calculated by such a formula:
{[(disadvantageteamplayernum)/(advantageteamplayernum)*100]*(advantageteamavgKDratio)}/2
disadvantageteamplayernum = the number of players on the disadvantaged team
advantageteamplayernum = the number of players on the advantaged team
moreteamavgKDratio = the average Kill/Death ratios of the advantaged team
Example: 1 vs 2
K/D ratio: 1.0 1.1
{[(1)/(2)*100]*(1.1)}/2 = 27.5
27.5 = the bonus to the disadvantaged team's resistance (the one guy on alpha gets +27.5 res
Example: 3 vs 4
K/D ratio: 0.9 1.2
{[(3)/(4)*100]*[(1.2)}/2 =
45 = the bonus to the disadvantaged team's resistance
------------------------------------------------
Since the res would make automatic weapons obsolete and would not protect the player from the barrett, the bonus would affect damage that is 26 - 50% of the player's max health.
Resistance to damage that is 51-75% of maxhp would be multiplied by 1.1.
Resistance to damage that is >75% of maxhp would be multiplied by 1.2.
Resistance to damage that is <25% of maxhp would be multiplied by 0.9.
What is this?
Your bonus (resistance to damage) is 50%
A bullet hits you and should do 25 damage to you -> 25 is less than 25% of your max health (150), meaning that your res would be 45% against that damage. Dmg = 13.75
Another bullet hits you for 113 damage, that is over 75% of your max health, meaning that your res against that damage would be 60%. That bullet would deal ~45.2 dmg.
This means that the more damage is done against you, the greater your resistance against it.