Epiclight858
Member
Yeah, some HPS (Health Per Second instead of Damage Per Second [haha]) would be fantastic. IMO, instant healing would be too OP and crazy-like.
By-Tor, there are already choices with the matter. They aren't as developed as "to get health or not get health at all" but that's a silly question. Most of the players except for the chasers want to be able to regenerate health without needing an engineer class-type person around. The idea of teamwork solving issues like that works well in PUGs and in competition, but will not stand up in PUBs. Teamwork largely doesn't happen in PUBs and then nobody wants to be an engineer, and nobody on a team gets health regen. An automatic version, which could be re-worked, I think works better for a game like this. Health packs, while a decent idea, will make players have to look for them and they may not be there. Dead-drop health packs (health packs drop from dead people, how ironic) will easily fall prey to opportunistic people even with other constraints, and while it would be cool if somebody could do a mid-air suicide in front of a carrier in order to get a heal on a carrier, if they're in that close proximity and travelling faster, it makes more sense for a pass back to be picked up by the potentially healthier and definitely faster player. With health packs, not only are the players searching for them, but they may be gone already. Somebody else may have taken it, so then the player has to wait for the health pack to respawn, or get killed in the process. All that time spent looking and possibly waiting could be spent getting the health back. The current system, wait on the ground and your health comes back eventually, is a good system in its most basic form. The details could be rearranged, having an effective enemy base radius where health won't regenerate inside that area, but the rest of the map supports health regeneration. It forces the choice of being active but weak, or becoming more of a sitting duck and regaining health. Gaining one thing for sacrificing another is balance. There is also talk of having an incremental regen, where once you drop below 75%, then your health only regens up to 75% and the same for 50 and 25%. The argument is that this is more gentle on noobs and fall damage. I ask, in what way is this more gentle on the fall damage issue for beginning legionnaires? If anything, by the time the noobs get to the enemy base in CTF or encounter an enemy in DM or TDM, they will find themselves at 25% health and the first rocket to come their way is death. Any health regen system should allow for total regen, not just partial regen once you dip below a certain point. Once the health dips below 25%, that's when players need to have the full regeneration, not just regeneration to 25%.
I love how the game is already, Here's a tip, If you see a camper in you're base recharging, kill him.
[...] Leejunz will change, and there will be tests. Way too many people got too used to a game that shouldn't even have been released in the state it was in. Keep an open mind, look forward to improving the game that we are playing, and stop demonizing theoretical changes that you have not experienced in game yet. So far, there is nothing substantial to talk about. Save your breath for when it matters.![]()
If the person holding the flag can heal then there will be less passing involved.
would also make mapubre impossible to kill.
I agree and disagree. I agree with your concern about ammo refill in enemy territory (that's just ridiculous, they should modify the game so that ammo stations in enemy bases are not usable). I disagree with what you are saying about harassing the few who bother to play defense in pubs (it's part of defense to fend off LO while also keeping an eye out for incoming cappers).
Feel free to bombard my post with your ugly critical comments![]()
I still am wary of the health cores dropping from dead bodies, as I think it would still be too open to opportunists, and opportunists taking people's health in PUBs leads to rage, and rage isn't a good thing. One more question for you, Serket. If, instead, the health packs were an instantaneous heal, would they heal, eventually, all lost health, or only a certain amount, or a certain percentage of the total?
I'd still like that base defenders have advantage in health regen opposed to enemy offense, that way Light O is actually forced to do more ruthless and co-ordinated attacks in order to bring down flag carrier & Base D.
I think it kinda ruins the game when one Light O can prance around the enemy base, regain all health (and refill ammo in friggin ENEMY BASE!) and keep on harrassing the few who actually bother to play defense (in Public games atleast), why not encourage people to work as a team in offensive gameplay?
[...] How about a hybridized version of the two? [...]
exactly as a HoF specialist to be honest i often rage quit and found legions lame cause of the LOLet me rephrase: Base defenders were a rare sight in Public games, atleast in London servers, while it wasn't completely LO's fault I'd bet it had it's share in dwindling Base D numbers next to nothing (especially if LO was experienced duelist). Tweaking the health & ammo refill in favour of Base D could encourage casual players to go on defense instead of some mindless midfield dueling (in CTF, that is). LO plays it's own vital role, true, but if it only takes one skilled LO to incapacitate other team's defense (those few casual players who actually try to play base D) then defenders should have some sort of "homefield advantage" (which wouldn't tip the scales too much in base D's favour).
And if you all could just stop talking now, and wait to test out the announced stuff in game before you get your panties in a twist about it, I'm sure you will be more useful than you're at the moment.[...] If you could give your thoughts on such possible new regen systems rather than continue to complain about the current system, I think that would aid in the further development of a better system that you would enjoy more than the current methods.
[...] Leejunz will change, and there will be tests. Way too many people got too used to a game that shouldn't even have been released in the state it was in. Keep an open mind, look forward to improving the game that we are playing, and stop demonizing theoretical changes that you have not experienced in game yet. So far, there is nothing substantial to talk about. Save your breath for when it matters.![]()
Exactly, Deskari. Pub play is always going to be imbalanced. There is a lack of teamwork and an overload of LO messing with the defense. As HoF, I can understand why in this particular situation you would complain about the health regen system, whitewhale. However, you are not taking into account that there could be an LD person there. LD's job is to finish off and mop up the base. I've done LD and the people who are stupid enough to take a breather in base to health regen are the easy people to kill. In competition, there will be LD, and competition with teamwork is where the game really comes full out. CTF in any game requires teamwork, and PUBs just don't offer that. Also, the sarcastic comment at the end isn't accurate in its sarcasm. Most people, when they first start playing, just ski around don't try anything too fancy. Then, they will probably try offense, and in the early stages of play, the current health regen system actually does give them more incentive to play. Then, as they play, they will become frustrated with the flag being gone and a lack of people to help cover the carrier. Then, if they are the types of people who take such matters in their own hands, they will play as either LD or HoF. Beginners almost never start out on defense, so while you play defense, and you naturally see improvements that would benefit the defense, if the defense becomes too powerful, then the beginners will be shunted away from the game as the offensive positions are too hard. Beginners are quitters, and as such, in order to grow the community, there does need to be a balance, but I think your complaints are too specific and narrow without considering the fuller possibilities.
Now, if you would care to read your own thread all the way through, there have been a few good suggestions, like Serket's latest idea where the ammo recharge stations give health back instead. If you could give your thoughts on such possible new regen systems rather than continue to complain about the current system, I think that would aid in the further development of a better system that you would enjoy more than the current methods.