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
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?
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

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?