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Talos Vagheitan
183
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Posted - 2013.11.12 07:28:00 -
[1] - Quote
Right now nobody uses the prototype or even advanced injectors. It earns a Logi more points to use a basic injector, then get extra triage points healing them with the rep tool. I know how to fix this! Two step process
1.) After revival, let the Injectors give temporary damage resistance.
Militia - Zero Basic - 10% Damage reduction for 3 seconds Advanced - 50% Damage reduction for 3 seconds Prototype - 75% Damage reduction for 5 seconds.
2.) Give the 60 PT Revive bonus to Logi's only if the player you healed survives for 10 seconds after you have revived him. With a system like this, Logi's would have the incentive to make sure downed players survive after they're healed, and will have a reason to pull out more expensive Nanite Injectors.
Quick note about the damage reduction: It's already in the game. Players have temporarily invulnerability when spawning in, so a damage reduction after being revived isn't that much of a leap.
Who cares what some sniper has to say
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mystus no1
Industrie und Handels Konsortium Tribunal Alliance
17
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Posted - 2013.11.12 07:52:00 -
[2] - Quote
That could be a way. +1 |
Chumlee Chummington
Red Star. EoN.
36
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Posted - 2013.11.12 10:07:00 -
[3] - Quote
Great idea. +1
In the meantime I've signed a dnr. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1980
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Posted - 2013.11.12 11:17:00 -
[4] - Quote
I'd say keep the prototype down at 3 seconds as well. I instantly start repairing people when I pick people up, and if the 80% injector brings you up with 75% damage resistance for 5 seconds plus a logibro healing you, and you're a heavy, you could easily demolish everything in your path without taking a scratch.
Scale damage reduction like so: 0, 15%, 35%, 60%.
And finally, I think it'd be cooler if higher tier injectors gave more WP.
So from mlt to prototype,
15WP -> 30WP -> 45WP -> 60WP
Just my thoughts based on your excellent idea.
"When nothing is going your way, go out of your way to do nothing."
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Kallas Hallytyr
Skullbreakers
94
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Posted - 2013.11.12 16:23:00 -
[5] - Quote
Talos Vagheitan wrote:Right now nobody uses the prototype or even advanced injectors. It earns a Logi more points to use a basic injector, then get extra triage points healing them with the rep tool. I know how to fix this! Two step process
Incorrect.
I know that I, for one, use Advanced Injectors (I would use Proto, I'm just not quite there yet.) See, I don't give a good goddamn about war points: I care about my team mates. This is called being a Logibro, not a point *****. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
868
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Posted - 2013.11.12 16:27:00 -
[6] - Quote
Posted this before. What do you think?
KenKaniff69 wrote:The revive system is in need of some vast improvements. Too many people exploit this and ultimately feed the other team WP without knowing it. A proto needle is a rare sight on the battlefield and makes the difference in game types where clone types matter like ambush and domination. Here is a list of suggestions to improve our current system.
1. Accept or deny revive -avoids repeated deaths and unknowing/knowing exploits for WP
2 Different level needles show in different colors on the mini map (red for std/militia, yellow for advanced, and green for proto) -if a clone has been downed and is under moderate fire then a standard needle is not worth waiting for only to be downed instantly, while a proto needle works in this same situation.
3. Make the WP for revive based upon the amount of percentage armor upon the revive (30 for std/militia, 50 for advanced, and 80 for proto) -encourage people to drop the rusty needle and carry a good one for once. You get WP based off of the amount of armor repaired w/ hives or reps, so why not base the same off of a revive?
4. Bonuses for WP received after the person has been revived (% for up to one minute, % increases per level of needle) -thinking about the clone you just revived should rewarded. If you get him back at 80% armor and then he kills a person or two you should get some WP. Perhaps this bonus would increase as the level of needle increases.
5. Priority of needles -If I am right next to a gallente assault suit and some joker with a militia needle runs up to him to get his cheap 60 WP, I should have a better shot since I actually skilled into my equipment. Perhaps a timer of some sort that allows the better needle a shot at reviving the clone before the rusty needle carrying free suit gives the other team 100 WP. suggestion 2 ties into this for the person waiting for a revive. Any ideas on this?
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Wombat in combat
TeamPlayers
144
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Posted - 2013.11.12 18:08:00 -
[7] - Quote
I'd say there is no need for damage resistance. The way to fix it IMO would be to make it such that the advanced and prototype injectors would give you the extra amount of WP as if you had repaired it with a repair tool. Also, I like the idea of no WP until patient has survived for 10 seconds. |
Awry Barux
Xer Cloud Consortium
303
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Posted - 2013.11.12 18:12:00 -
[8] - Quote
+1, though I'd say maybe 30% across the board for 1/3/5/7 seconds |
Asya Belentine
50
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Posted - 2013.11.12 18:13:00 -
[9] - Quote
***Just a Thought**
Make it so you can't revive anyone that did not call for help.
~~Anything is possible when your man smells like Old Spice and not a lady. IGÇÖm on a horse.~~-¥
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Talos Vagheitan
195
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Posted - 2013.11.13 04:40:00 -
[10] - Quote
Asya Belentine wrote:***Just a Thought** Make it so you can't revive anyone that did not call for help.
But just think about Lt. Dan and Forrest Gump. Lt. Dan was wounded in battle and wanted to be left there to die. He fought and screamed while Forrest Gump heroically risked his life to save him. At first Lt. Dan was furious at Forrest, but was time went on, he gained a new outlook on life, began a crewman on a shrimp boat, and found happiness again. If he had got his way, and died there in Vietnam, he wouldn't have had any of that... :(
So the next time you lie there, dead, with your life-timer slowly ticking away, just think of Lt. Dan, and all the happiness being revived ultimately gave him. When the time comes, you'll know what to do.
Who cares what some sniper has to say
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Talos Vagheitan
196
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Posted - 2013.11.13 04:57:00 -
[11] - Quote
Vyzion Eyri wrote:I'd say keep the prototype down at 3 seconds as well. I instantly start repairing people when I pick people up, and if the 80% injector brings you up with 75% damage resistance for 5 seconds plus a logibro healing you, and you're a heavy, you could easily demolish everything in your path without taking a scratch.
Scale damage reduction like so: 0, 15%, 35%, 60%.
And finally, I think it'd be cooler if higher tier injectors gave more WP.
So from mlt to prototype,
15WP -> 30WP -> 45WP -> 60WP
Just my thoughts based on your excellent idea.
Thanks for the compliment.
I came up with the exact numbers off the top of my head, so they could certainly be up for debate.
As for the bit about a heavy. Heavies have it tough these days, being aim-assist magnets with giant hit-boxes; I can't see a 3 or even 5 second armor buff being too game-breaking.
Who cares what some sniper has to say
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Korvin Lomont
United Pwnage Service RISE of LEGION
228
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Posted - 2013.11.19 12:42:00 -
[12] - Quote
Talos Vagheitan wrote:Right now nobody uses the prototype or even advanced injectors. It earns a Logi more points to use a basic injector, then get extra triage points healing them with the rep tool. I know how to fix this! Two step process
1.) After revival, let the Injectors give temporary damage resistance.
Militia - Zero Basic - 10% Damage reduction for 3 seconds Advanced - 50% Damage reduction for 3 seconds Prototype - 75% Damage reduction for 5 seconds.
2.) Give the 60 PT Revive bonus to Logi's only if the player you healed survives for 10 seconds after you have revived him. With a system like this, Logi's would have the incentive to make sure downed players survive after they're healed, and will have a reason to pull out more expensive Nanite Injectors.
Quick note about the damage reduction: It's already in the game. Players have temporarily invulnerability when spawning in, so a damage reduction after being revived isn't that much of a leap.
Basicly I like the idea but I doubt this will work simply because 80% of the people I pick up ran straight into enemy fire just to get killed again.
The damage Resistance may help but it would also encourage that behaviour now take into account that proto needles are quite expensive. So why should I risk that much ISK just to be dependend on the intellegence of the person I just revived?
So my guess is this would lead to logis not reviving anyone.
By now logis have quite some experience in supporting a team without a needle back from the time reviving was a painfull task. |
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