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2013-07-30, 09:09 AM | [Ignore Me] #61 | |||
Second Lieutenant
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Granted if it was just a squad a good enough couple of players could likely push them out regardless. When is it ever 'just a squad' though? Hah. Just about anywhere else a defending medic would be able to resupply at a terminal or Sunderer. At least if we're talking about implementing an ammo counter to the revive gun. My whole gripe here is being against 'infinite' anything. Imagine tanks and harassers with an infinite ammo pool. Then they would never have to leave the front to go back for ammo (Provided they don't already have an ammo sundy). That brief little respite more often than not is what lets people get between their lines and start causing some havoc. Now take that idea and apply it to medics. As it is now there is no 'respite' period. You can use and hold it down for as long as you want whenever you want. Perhaps rather than an ammo counter something like the engineer's heat gauge could work? |
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2013-07-30, 12:33 PM | [Ignore Me] #63 | ||
Private
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Turn the healing gun into a heat style affair? one revive on max = full heat bar like AV turret which slowly cools down until it hits zero then you can start healing again. revive on infantry puts heat bar to 1/3 or 1/2 until it needs to cooldown/recharge.
Change triage/refund certs and change it to a substantial decrease in healing tool cooldown. That way max revives are more challenging, and infinite revive spam is curtailed somewhat. Gives the max medic tool cert line a distinct advantage, in that you can revive at full health. I play medic a lot and wouldn't mind a more tactical usage for the tool. |
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2013-07-30, 01:22 PM | [Ignore Me] #64 | |||
Contributor Lieutenant Colonel
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Of course this game has been watered down, to ease new players into it. This was stated prior to launch and again shortly afterwards. |
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2013-07-30, 01:55 PM | [Ignore Me] #65 | |||
Lieutenant General
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I'm not the one calling a removal of infinite revive/healing "dumbing down the game". I'd call that an upgrade. |
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2013-07-30, 06:44 PM | [Ignore Me] #66 | ||
Colonel
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There is no need to make the heal gun have an overheat, the low TTK makes that unnecessary. The problem is in zerg vs fewer situations (or holed up in rooms), you kill the lesser enemy, boom revive all your dead, zero losses. In even combat situations, the low TTK allows you to kill people as they are revived and you'd probably never reach a 2 revive limit a lot of the time anyway, so instituting responsible limits on revives would not harm that section of the game. It would literally only hurt zergs, and small groups who try to rely on revives instead of sunderers/spawn beacons, and that's not really smart play anyway.
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2013-07-30, 07:23 PM | [Ignore Me] #67 | |||
Captain
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Now this second group? This alone is a reason to make no change. Not smart play? Then you haven't seen it done by a quality group of players using coordination and team work. This would be such a huge nerf to good small ops sort of teams it is just pointless. |
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2013-07-30, 08:34 PM | [Ignore Me] #69 | |||
Colonel
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2013-07-31, 12:27 AM | [Ignore Me] #72 | |||
Second Lieutenant
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It's not much of an opening but it is an opening. Medics don't have to worry about that. As I've stated earlier though if there's any sort of change to the medic's revive tool you will likely see a similar change to the engineers repair tool. *Edit*: Now that being said I do think there should be a limit to the numbers of players that can repair one thing at a time, perhaps only 2 engineers at once? Have you ever seen 6 engineers all repairing a sundy from a barrage of tanks shells? Feels bad, man. Last edited by KesTro; 2013-07-31 at 12:29 AM. |
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2013-07-31, 07:01 AM | [Ignore Me] #73 | |||
Colonel
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And, this doesn't mean it will be an abused AI rocket, for one thing it could be made only to do this when it actually hits a vehicle, for those worried about it being used as a close range instagib weapon for close quarters infantry combat. |
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2013-07-31, 06:50 PM | [Ignore Me] #74 | ||
It has long been my opinion that stacking engineers shouldn't result in faster repair so much as it should result in 'shared heat'. Two engineers wouldn't repair twice as fast, they would each have their heat rate halved.
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2013-07-31, 08:16 PM | [Ignore Me] #75 | ||
Captain
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TTK from everything against everything is so fast, repair/heal/revive seem about right to me.
I really fail to see how in the big scheme of this game this is even remotely on anyone's radar as an issue. Kill the medics first if you really have a problem, then come back and kill everyone else. |
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