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2012-09-05, 03:41 PM | [Ignore Me] #17 | |||
Brigadier General
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Ive had a fight yesterday at the crown. Me against the whole TR army up there. All i did was sneak around, kill a guy, hide again, etc. It was intense, and every piece of health I lost during a firefight made it even more intense. It was in fact the best moment i had in Planetside 2 so far. If you would like to go crazy: med terms, just as PS1. Place them here and there and you should be fine. |
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2012-09-05, 05:51 PM | [Ignore Me] #19 | ||
If you are at an equipment terminal, you can swap to medic, fix yourself with the PBAoE heal, and then switch back.
Certainly not instant, but faster than waiting around for some low-ball non-combat regeneration system. So what about the MAX->X transition? |
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2012-09-05, 06:57 PM | [Ignore Me] #21 | ||
Staff Sergeant
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Is there a specific number on the cooldown for MAX? If there's one thing I hate it's seeing infantry becoming unpopular by cheap and in some situations ridiculously powerful units such as, you got it, the MAX.
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2012-09-06, 06:45 AM | [Ignore Me] #24 | |||
Sergeant
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If this takes up an implant slot, we probably can talk about this. PROBABLY. But I'd rather see some big medic recruitment drive than any of this regeneration stuff. It's just terrible to gameplay. Last edited by raw; 2012-09-06 at 06:47 AM. |
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2012-09-06, 08:15 AM | [Ignore Me] #26 | ||
Private
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Yeah health regeneration should only be available from med kits not terminals how small doesn't matter its the principles, and the tradeoffs should balance it. The medic should be the only option apart from med kits. 25% health back at terminals I'm not sure about.
You need a medic at that point anyway so why bother, I'll vote for medic and kits only, implants maybe as they take a valuable slot, and would be good for black ops type players, who can't have a medic on hand. Oh and absolutely NO to base health regeneration without some kind of tradeoffs like implants or med kits, however small it takes away from the medic class you should be forced to seek them out if you choose not to take either option. Last edited by Scopedog; 2012-09-06 at 08:31 AM. |
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2012-09-06, 09:15 PM | [Ignore Me] #27 | ||
Corporal
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No to innate regen please, no matter how basic, unless it's an implant.
I'd rather have Medical/first-aid Terminals that regen health while actively used instead. Make it so that you it takes 10-20sec to regen health to full, and maybe must be actively used (player must face it and hold E) in order to prevent use during active combat. Stick one in each outpost/tower and a few in each facility. Problem solved. Edit: First-aid terminals could be at outposts/towers and regen health slowly (over 20seconds or so), while Medical terminals could be in facilities and regen faster (10seconds or so). Or maybe mix and match: outposts get 1 First-aid Terminal, towers get 1 Medical Terminal or 2 First Aids, and facilities have have 1-2 Medical terminals with a few First-aid terminals interspersed throughout. Just throwing out ideas. I just like the idea of having more secondary objectives to take out and hinder your enemy, or hack (when implemented) to benefit your allies Edit again: Regenning shields were added in the first place to appeal better to console/CoD players, I don't see why you need to go further and have regenning health. Last edited by Froglicker; 2012-09-06 at 09:26 PM. |
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2012-09-07, 12:20 AM | [Ignore Me] #28 | |||
Sergeant Major
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I strongly disagree with those saying no to low base health regen, it's a good idea so long as it's no where near as fast the shield regen. Infantry should not be so reliant on one class type (Medics) to be able to heal their own health between fights. If there's no base regen an alternative of allowing all non-MAX Infantry to cert in a single target heal gun (like PS!), and have it replace grenades or something not key to the class's function. Or a third option is make the Med kits and Restoration kits a lot better, 50 certs for one heal that replaces something like C4 is very pricey. Give the player a choice as to what it replaces and give 3 heal charges per 50 certs invested, and 50 resources gives 3 kits and it will be reasonable. |
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2012-09-07, 12:23 AM | [Ignore Me] #29 | ||
Sergeant
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If they want a regen I think one similar to the ps1 implant would be nice. Some sort of meter determines how much you can heal(in ps1 it used stamina) and than you have to wait for it to recharge to use it again.Don't really like a implantless heal, as it kind of takes away from the medics use.
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2012-09-07, 12:30 AM | [Ignore Me] #30 | |||
Sergeant Major
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