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PSU: Nerf Vanu plz.
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2013-04-03, 03:47 PM | [Ignore Me] #62 | ||
Sergeant Major
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I'm still stuck on the injector stimulants. I think there would only need to be about 3, and I'm not exactly sure how it would be done. AOE would probably be OP. I don't think it could be placed in the tool slot because that would make the class, as you said before Sledge, a "self-healing Heavy Assault". Which would also be bad. But there needs to be a way that it can be either applied to a single target or applied to oneself, while still remaining an ability and removing the AOE heal ability.
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2013-04-03, 04:21 PM | [Ignore Me] #63 | |||
Staff Sergeant
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@Sledgecrushr
Yes, I realize that an overshield sounds more like something the engineer might do but given that the medic's role is keeping infantry alive, I don't think it's a stretch. Beyond even that though, I wouldn't want this being applied to NC Max suites who already have shielding. Just imagine how impossible it would be to kill if they had an engineer not only repairing it, but giving it an additional shield to the one it's already getting! @Palerion Not sure I follow what you mean
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2013-04-03, 04:33 PM | [Ignore Me] #64 | ||
Colonel
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@octavia instead of an overshield buff maybe just a general bullet resistance buff. For instance I inject heavy assault with nanites that rush to the skin and temporarily harden your skin into a carapace giving you 5% damage resistance from bullets but at the same time you take a 5% nerf to your movement speed.
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2013-04-03, 04:50 PM | [Ignore Me] #65 | |||
Sergeant Major
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2013-04-03, 07:47 PM | [Ignore Me] #68 | |||
Sergeant Major
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I would prefer the developers make this addition without turning the combat medic into the end-all be-all class. Giving them the ability to carry a stimulant for each situation all at once would certainly make that situation a reality. I would much rather see the devs start with just three stims. Personally, I would prefer to see, maybe speed, health, and shield regeneration. As the classes continue to develop, of course, these could be expanded on. But I do see a good point that you made. The stim-injector could be simply placed in another inventory spot. It could still take up the ability slot, but not be bound to the "F" key. My next question would be: infinite use, or limited? Personally I would prefer to see it on a recharge timer. Being an ability, it would seem most logical to not limit its use by capacity. But if it is to be placed on a recharge timer, when medical injectors are based on an ammo capacity, they must be clearly set apart from each other by design. So how could the med-injectors and stimulant injectors clearly look and feel different when used? |
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2013-04-03, 07:58 PM | [Ignore Me] #69 | ||
First Sergeant
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The thing with a "stimulant system" it's very implant-esque and since implants are going to be introduced and as far as it's assumed available to all at whatever TBC point I don't think that as a medic it fills a niche roll - besides it feels very RPG-buff spam bot. Utility is the definite point at which the medic should be getting the niche traits however things like Aeigs shielding/symbiotic healing healing etc. I'm pretty sure that in the original engineers had Aegis shielding and the medic could do something to add to that shield effect turning it into a healing bubble of sorts (may be wrong here?)
Maybe cross class co-operation things like that where if you have one they do the job but get 2 niches together and it's a potent combination could be another route. Situational but one of those unique things to bring along. |
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2013-04-03, 08:00 PM | [Ignore Me] #70 | ||
Colonel
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I would definitely use the injector that is already in the game. You would basically either see your character injecting someone else or injecting yourself. These kinds of meds might be bought with infantry resources and you could only stock a certain amount depending on certification.
You know, its been very enjoyable theorcrafting some micro meta game with you. |
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2013-04-03, 09:42 PM | [Ignore Me] #73 | ||
First Sergeant
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Well the current ones in the game files are the following (Tier 01 - 03):
Adrenal Regulator Audio Dampening Auditory Processor Hazard Shielding Iron Sight Movement Increase Radar Masking Reduce Weapon Swap Time Reload Time Reduction Shock Absorption Sprint Recovery Thermal Cloaking Vehicle Timer Reduction Most likely old left overs (lots of better icons left over in the game files from beta / alpha builds) but if they haven't been removed yet.. who knows Will they be SC purchasable? Sounds like it could be over the borderline of pay to win so unlikely however that's an entirely different subject. On topic though as I said I think that "stimulants" are too close to implants whether temporary or otherwise. |
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2013-04-03, 11:08 PM | [Ignore Me] #74 | ||
Colonel
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I prefer the stimulant version. Yeah its treading lightly into rpg territory but it will at least get folks talking to each other. It really would be a cool gameplay mechanic.
Edit* i used a couple of implants before they were pulled from beta. |
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2013-04-03, 11:23 PM | [Ignore Me] #75 | ||
Sergeant Major
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I'm just afraid the devs won't go for it.
Any other ideas? I know they take suggestions posted in the comments section of the roadmap into consideration, so if we could actually get some viable ideas out here that would be nice. I mean, there are quite a few useful tools the class could have, I just don't know which ones fit the best, which ones make the most sense. Biological weaponry is still up for discussion. Shielding systems of some sort unique to the combat medic. As a standalone, I would argue that a light form of AV would be nice. I mean it is kind of a medium-assault. An F-bound ability that spends all the power in one shot, serving as an emergency reserve of rapidly regenerating health during combat? Full rank regenerates the highest amount of health? I'm just bouncing ideas here. |
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