Laser Tag various suggestions for balance

I think some of these suggestions would be great for Laser Tag.

The two suggestions I really like are the map being divided into two colors and the temporary invincibility after recharging.

The map could be divided into two colors (red and blue). Maybe they can even also be divided into four quadrants with blue and red on the 1st and 3rd quadrant respectively with orange and green in the 2nd and 4th quadrants. The quadrants will make for easier call-outs (if you are playing in a group). I like the idea of dividing sections into colors a lot.

I don’t necessarily know if I would enjoy aiming in Laser Tag. Instead of just clicking your opponents, you now have to tap/hold right-click and then tap your opponents. Having no ADS helps keep the game more simple and laser-like (think Counter-Strike and Quake). I also feel that ADS would not fit in a shooting game with extremely quick lateral movement. In a game like Laser Tag, I think aiming would just make aiming frustrating, as your screen will just get zoomed in and aiming (while zoomed in) at a person spamming ADAD without dropping below a constant speed would be difficult for most players. If ADS were to slow down movement, I don’t think it would fit in a game like Laser Tag either, as it would remove options such as prefiring angles as you peek and slow down the game. I do agree that every time I play Laser Tag, I spam left click as quick as I can and unless the below changes are not applied to the current Laser Tag Map then it does need a change. I think there are other ways to improve fast-clicking opponents other than just adding a conditional right-click, such as reducing the rate of fire (which punishes players for not taking the time to aim correctly).

I believe the Laser Tag map should get a slight overhaul. There are too many headshot angles in the map where you won’t even be able to see some players shooting from behind them at times.
The map is also a bit cluttered. When traversing the map, the game becomes a test of luck the moment you lose information on an enemy. You better hope you cleared the right angle out of a billion or you’re going to get shot in the back if you are on the lower floor. If you’re on the top floor, you better hope you’re not going to get shot from a headshot angle and that you have sound on to hear people shooting at you and stepping on the trampolines. There’s too much cover and while this may be okay for a high player count game, it becomes reduced to a competition of hide and seek when the game drops to the last three players. For this, I would like to suggest:

  1. Reduce the amount of headshot angles or make players easier to hit behind them
  2. Reduce a lot of the clutter on both the top floor and bottom floor (bottom floor especially)
    • It’s really easy to stall out a round if you know where to hide.
    • It’s easy to lose players
      • As a result, you can spend half a round looking for another player
  3. Create more openings in the middle lane so that players are more visible or more vulnerable in that location
  4. Better angles
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