News: Higby's Beta Update (Nov 7) - PlanetSide Universe
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Old 2012-11-09, 03:18 PM   [Ignore Me] #39
Chewy
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Re: Higby's Beta Update (Nov 7)


Originally Posted by Helwyr View Post
Where does this sort of combat occur for you where players are killed in a single fire fight with their health bar slowly knocked down by attrition of long range shots?

I don't think that's ever occurred to me, it's just not the way fights are won or lost. TTK is too fast, and if it isn't fast at the range your engaging at you've probably made a tactical error by engaging the enemy under those circumstances with that weapon.

The time's I do have partial health is after a fight, from falling damage, or FF/bad driving.
My health gets chipped in every battle, more so if I need to defend.

In an outright "bash your head on the wall" assault in a base, yes you will die to fast for ship damage to do much. But that's after you get in the walls of a base and are fighting to get inside the main building with a spawn close by. What about when you haven't gotten to the base yet? What if the fight isn't indoors and out on a road or hillside with your only hard point spawn being 300+m back and the deployed sundy is under heavy fire?

I have fought that fight many times and every bit of health you have is VITAL in order to stay alive. Loosing a single troop in a fight like that can cost the entire mission because of one less gun, medic, repairman. You can't balance a game thinking that you can get back on the front lines with every respawn. Attackers just don't get to have that luxury, they have to fight to get and keep their spawns points.

With health regen the attackers in a fight like that will fall back with every nick/cut and will make defenders hard as fuck to kill. Defending a base is holding out as long as possible against an army. Chip damage adds up when holding a line. Making every hit you take mean that you need to rethink on either to hold your ground and wait for a medic, or fall back for help with the risk of attackers pushing up. Health regen negates damn near all of that.

Why do you think it costs so much to cert into armor regen for vehicles and MAXes while giving so little pay off? Because it's pure power.

Maxed out regen on a MAX is 1% every tick and it takes 15 ticks to kick in, so 115 ticks for a full heal at the cost of SHIT TONS of certs (the wiki says a total of 8640 goddamn certs, which will now cost 500XP each). But every single troop get double the regen speed for free with a bio lab. Something wrong there if you ask me.
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