Tweak health regeneration?

What do you think?

  • I like it!

    Votes: 2 25.0%
  • Not bad, but...

    Votes: 3 37.5%
  • I hate it, boo!

    Votes: 3 37.5%

  • Total voters
    8

MJ1284

Member
I think I've brought this up on couple topics regarding health kits/alternatives to health regen, but I don't remember getting many answers to this.

Here's what I'm suggesting: Make health regeneration progressively weaker, more damage you take less health you can regenerate. For example, if Raider catches MA rocket he gets reduced to 45% health but he can regenerate up to 75% health by standing on ground. If he catches another MA, his health goes down to 20% (75 - 55 = 20) and can only regen up to 50%.
If Raider makes it back home, he can repair his armor up to 100% at ammo/inventory station and resets max. health regeneration, so ammo/inventory stations would have to be team specific (Nivosus/Moonwalk tower stations are considered Neutral, they'll only refill ammo).
And you can't regenerate if you're holding flag, you must pass/drop it before you can fix your armor.

Why? To make it slightly harder to do things like Senti capping (as you can't regen to full health before starting cap route right next to flag stand) or just to piss off RiPHaCk & pullute & TomStoiler who decide to go all O on enemy defense :p
It would make clearing enemy defense slightly easier too as enemy defenders would have to visit ammo/inv. station regularly if they want to maintain 100% health.

I think it's fairly balanced for both sides, defenders will have some kind of home field advantage but they'll also have slightly harder time going on flag carrier chase as you'd have to decide wheter you want to go on chase at 75% health or will you stay home & regen and then go for Egrab.

Any thoughts?
 

Royalty

The Aussie
I think I've brought this up on couple topics regarding health kits/alternatives to health regen, but I don't remember getting many answers to this.

Here's what I'm suggesting: Make health regeneration progressively weaker, more damage you take less health you can regenerate. For example, if Raider catches MA rocket he gets reduced to 45% health but he can regenerate up to 75% health by standing on ground. If he catches another MA, his health goes down to 20% (75 - 55 = 20) and can only regen up to 50%.
If Raider makes it back home, he can repair his armor up to 100% at ammo/inventory station and resets max. health regeneration, so ammo/inventory stations would have to be team specific (Nivosus/Moonwalk tower stations are considered Neutral, they'll only refill ammo).
And you can't regenerate if you're holding flag, you must pass/drop it before you can fix your armor.

Why? To make it slightly harder to do things like Senti capping (as you can't regen to full health before starting cap route right next to flag stand) or just to piss off RiPHaCk & pullute & TomStoiler who decide to go all O on enemy defense :p
It would make clearing enemy defense slightly easier too as enemy defenders would have to visit ammo/inv. station regularly if they want to maintain 100% health.

I think it's fairly balanced for both sides, defenders will have some kind of home field advantage but they'll also have slightly harder time going on flag carrier chase as you'd have to decide wheter you want to go on chase at 75% health or will you stay home & regen and then go for Egrab.

Any thoughts?
What about the Outrider? *cries
 

SeymourGore

Flatulent Cherub
Yar, I've always liked a health system similar to the one MJ posted. The current system can promote a 'run and hide until full health'-style of gameplay, whereas MJ's system would promote a more aggressive, less drawn out combat.

Another nice thing about keeping limited health regeneration is the benefit to new users. New players can still take a bump here and there during skiing, but still be able to regenerate the lost health (as long as they didn't hurt themselves too much). Just really like that it's still forgiving for the new player.
 

Propkid

Member
Too painful for the offence IMO ;/
It would make clearing enemy defense slightly easier too as enemy defenders would have to visit ammo/inv. station regularly if they want to maintain 100% health.

I think it's fairly balanced for both sides, defenders will have some kind of home field advantage but they'll also have slightly harder time going on flag carrier chase as you'd have to decide wheter you want to go on chase at 75% health or will you stay home & regen and then go for Egrab.
Errrrmmmm... Won't the D just respawn? On most of the current bases D>O as there aren't too many great spots to hide in (exceptions are Moonshine and Nivosus, which are ridiculously good for O as the bases are so close to each other and have decent hiding spots).

With the current regen system the O is quite balanced with D, especially considering the fact that specialist classes are being dropped out soon and everyone will have less ammo. The O will have to visit ammo stations more often and these tend to be quite exposed to the enemy D. Add decreased health regen to the mix and the new O will spend most of the game time travelling to the enemy base due to dying so much.
 

Homingun

Member
Obtaining health for running away is counter-intuitive to how Legions plays. It is and has been easily abused. As the game is right now, health regen is almost necessary for the offense to even have a chance against the defense with their low re-spawn times. The result of 2 imbalances creating a balance in certain situations but breaking the game in many others.

This topic has also been discussed to death; the result of those discussions has yet to be see. So don't expect much.​
 
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