how should texas be balanced? should gun balance it by looking at it in a solo queue way or in SWF
as we all know any type of aysm game has awful balancing because of the reason you can play with friends
take rush week for an example. you can’t ‘play’ with friends (fully aware of queuing at the same time it works sometimed) so they can somewhat balance it around solo play
but the main game? you give a perk/character that is nice in solo queue but can completely broken as shit in SWF. take example of DBD - object of obsession before the nerf. it was perma wall hack (if you don’t know it I would honestly do research into it. it was bonkers with SWF). another example (not as big) is in Friday The 13th The Game hydrophonic (the perk that lets you spawn with a health spray) if some players bring this with medic then Jason’s traps are somewhat pointless (because if multiple people bring it then they can all take out the traps). Dannys ability is somewhat the same. on its own its strong however with a SWF its pretty fucking busted because its a lot more easier to know when to strike due to come
now as we know in texas. victim and family solo queue is a real pain. however in a SWF with coms the game becomes so much more enjoyable and easier
so the question is. should the game be designed around solo queue or SWF
Posted Feb 19, 2025, 12:31 PM UTC