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This is the last VIP post in this thread.   Old 2012-09-05, 03:29 PM   [Ignore Me] #1
Higby
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Re: The Endless Resupply exploit + fix


We're making the equip terminals no longer heal players to full.

We are probably going to add a very low regen to base health which would let you heal up over a minute or two so you do have a way to get back up to max health without requiring a medic or consumable health kit. This would be pretty useless for battles, so medics are still absolutely vital, but it will let you be more sustainable in the longer term gameplay. This MIGHT also come as an implant with some basic very weak health regeneration.
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Old 2012-09-05, 03:41 PM   [Ignore Me] #2
basti
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Re: The Endless Resupply exploit + fix


Originally Posted by Higby View Post
We're making the equip terminals no longer heal players to full.

We are probably going to add a very low regen to base health which would let you heal up over a minute or two so you do have a way to get back up to max health without requiring a medic or consumable health kit. This would be pretty useless for battles, so medics are still absolutely vital, but it will let you be more sustainable in the longer term gameplay. This MIGHT also come as an implant with some basic very weak health regeneration.
Implant sounds good, but absolute NO to health regen for everyone. Even the smallest amount is bad.

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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Old 2012-09-05, 04:55 PM   [Ignore Me] #3
Chefkoch
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Re: The Endless Resupply exploit + fix


Originally Posted by basti View Post
Implant sounds good, but absolute NO to health regen for everyone. Even the smallest amount is bad.
[...]
If you would like to go crazy: med terms, just as PS1. Place them here and there and you should be fine.
Med Terms are fine. If everyone gets some kind of basic heal we will have the infamous "sit near the backdoor afraid to rush in" all over us again.
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Old 2012-09-05, 05:51 PM   [Ignore Me] #4
NapalmEnima
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Re: The Endless Resupply exploit + fix


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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Old 2012-09-06, 06:45 AM   [Ignore Me] #5
raw
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Re: The Endless Resupply exploit + fix


Originally Posted by Higby View Post
We're making the equip terminals no longer heal players to full.

We are probably going to add a very low regen to base health which would let you heal up over a minute or two so you do have a way to get back up to max health without requiring a medic or consumable health kit. This would be pretty useless for battles, so medics are still absolutely vital, but it will let you be more sustainable in the longer term gameplay. This MIGHT also come as an implant with some basic very weak health regeneration.
Noooo, please no health regeneration. It completely destroyed T:A already, don't do it to Planetside. This isn't some console shooter.

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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Old 2012-09-07, 12:20 AM   [Ignore Me] #6
Helwyr
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Re: The Endless Resupply exploit + fix


Originally Posted by Higby View Post
We're making the equip terminals no longer heal players to full.

We are probably going to add a very low regen to base health which would let you heal up over a minute or two so you do have a way to get back up to max health without requiring a medic or consumable health kit. This would be pretty useless for battles, so medics are still absolutely vital, but it will let you be more sustainable in the longer term gameplay. This MIGHT also come as an implant with some basic very weak health regeneration.
This sounds like a good fix, also keep the terminals away from capture points, the biggest abuse of the terminals for healing is places like The Crown because it's right up the stairs from the capture point.

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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