Infinite revive isn't balanced for zerg/large scale play - PlanetSide Universe
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Old 2013-08-01, 07:40 PM   [Ignore Me] #32
Figment
Lieutenant General
 
Re: Infinite revive isn't balanced for zerg/large scale play


I don't think it would help to use the heat thing unless the downtime was around half a minute. Or more. Why? Engineering tool is used for much longer periods of time on a single object, healing small amounts of health takes no time investment effort, nor does healing major wounds. (The (too) short ttk here has quite possibly been a design argument for short revive time). This is likely also one of the main reasons why they didn't do heating on the tool because the applied time is too short to ever become noticable unless the effect is drastic.

So say you want to keep this infinite revive - could it be adjusted?

Increasing revive time might expose medics to more danger, in comparison to "heat". "Heat" is better a minimum downtime ("recharge time"?) between revives and heals (feels arbitrary?). One might as well then just add a charge to the tool that works like ammo, but takes recharge times of a minute after it emptied.

That way you still enforce attrition and choices. Unless the group is big enough to have medics who fill in while others recharge or when they are logistically distant enough that that isn't hard. Hence I would prefer to just limit it like with med cannisters in ps1.

The annoying thing about the short ttk to me withrespct to these scenarios we are discussing is that one can hardly pick one's targets tactically anyway. By that time you are often already dead. If only you had a fraction of a second more...
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