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Cypher Nil
Fireteam Tempest
191
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Posted - 2015.04.07 17:18:00 -
[1] - Quote
So I've been playing a lot of medic recently (I'm one of the few caldari logi you see running around) and have been messing around with the nanohives due to the buff to the number you can carried.
The increase has helped put more ammo out on the field but I hardly see anyone using the nano's for armour repair, even with the weak caldari logi bonus I strain to see the use in splitting my nanos between ammo and healing. I've also been in a few situations where I'm cut off from my team and can't get in to deploy the nano for healing purposes. I think we all feel Nano's are primarily for ammo but I like the idea of a secondary method of healing besides the repair tool. what I propose as both a solution and fun idea is this.
Why can't we have a healing grenade?? The idea has been used in games before and I personally can't see why it wont fit in the lore the way nanites work. the idea is simple. It works exactly like a grenade and take up the grenade slot on a suit, It can be thrown the same distance as a standard grenade. This allows you to throw it at allies cut off from the rest of your team.
It homes in on allied troops much like the Anti-vehicle grenade does prioritising damaged troops over those on full hp, Once it hits the ally it deploys its nanite swarm becoming a stationary healing point for s few seconds giving armour repair to nearby troops inside the blast zone.
I'd also like to see the caldari logi get a bonus for using these also, the suit needs a buff and i guess I'm greedy :P
IMPORTANT: THE HEALING IS NOT INSTANTANEOUS AND OCCURS OVER A PERIOD OF TIME FOR OBVIOUS BALANCING REASONS.
IMPORTANT: ONCE THROWN THE GRENADE CANNOT BE THROWN AGAIN FOR THE NEXT 10 - 15 SECONDS TO REMOVE SPAMMING HEALS
Example stats. IMPORTANT:NUMBERS ARE NOT FINAL AND OPEN TO CHANGE OF COURSE Basic CPU: 20 PG: 4 Max carried: 2 Effective range: 6.00 m Armor repair rate: 30 hp/s for the next 8 seconds Max Allies Healed 1
Advanced CPU: 30 PG: 6 Max carried: 2 Effective range: 8.00 m Armor repair rate: 32 hp/s for the next 8 seconds Max Allies Healed 2
Proto CPU: 40 PG: 8 Max carried: 2 Effective range: 10.00 m Armor repair rate: 35 hp/s for the next 8 seconds Max Allies Healed 3
CCP could also make a variations like flash healing grenades that heal 120 hp in a second or something like that.
Thoughts??
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Cypher Nil
Fireteam Tempest
191
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Posted - 2015.04.07 17:47:00 -
[2] - Quote
Kinyuhk Goluhh wrote:pffthahahahaha healing grenade
We have quake jumping and TF2 heavy/medic combat but somehow you think this is too ridiculous?
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Cypher Nil
Fireteam Tempest
192
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Posted - 2015.04.07 20:58:00 -
[3] - Quote
Ku Shala wrote:instead of working like an av nade maybe more like a flux nade instant heals all allies in the 6m radius once as long as you re in the area during the animation up to so many hp (300hp @std 500 @ adv 700@ proto) per clone max, 35 wp base per clone repaired by swarm 6 targets max does not restock at depot or by nanites max carried 2.
Nanite swarm repair grenade.
and please fix proto hives
Killer bee for life shala out o7
I had considered that approach but then realised it would heavily swing combat and effect the game meta far too much.
I'm all for the idea of a instant nade heal but if you think about it we'd just get matches with 10 heavys and a team of players behind them chucking heal nades while dropping nanohives.
The main reason for the slow heal is that it doesn't allow stacking heals as only one player can have the effect on at a time.
if we were to try fix it by not allowing a player to heal again for a shot duration after the burst that might work but also render the heal tool useless for a while.
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Cypher Nil
Fireteam Tempest
192
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Posted - 2015.04.07 21:07:00 -
[4] - Quote
Derpty Derp wrote: Was about to post the same thing, flux > av nade.
Maybe have a variant that resuscitates a downed ally, but with less hp than a needle... Smaller area of effect as well, don't want people ressing up a whole squad instantly from a distance, lol.
would need to be balanced as that may be a little broken, the balance inherent in the needle is that its risk/reward play. if an ally died they were clearly getting shot at. their body is in that open area, running to needle them is a risk because you might die too.
resuscitate an ally is I feel one of the biggest things that aids your team. you don't lose a clone, your team gets an ally back into the fight and skips them needing to run from a spawn point. they would have to come back with 10 - 20% hp if you can rez them from safety like that.
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Cypher Nil
Fireteam Tempest
192
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Posted - 2015.04.07 22:17:00 -
[5] - Quote
Finn Colman wrote:They have healing grenades in Loadout. I've almost never seen it in use, however I doubt that most people in that game really think things through that much. I doubt some of them even know you can buy equipment. It seems like some players don't even remember to use their equipment (regardless of the equipment they are using).
Noticed that too, I remember the healing nades in boarderlands too, was an interesting idea. I'd love to see it in dust but in a thematic way that fits the lore, i.e. it shouldn't look silly, its not a grenades that heals is just a single throw hive swarm deployer
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Cypher Nil
Fireteam Tempest
195
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Posted - 2015.04.07 23:11:00 -
[6] - Quote
Finn Colman wrote:Cypher Nil wrote:Finn Colman wrote:They have healing grenades in Loadout. I've almost never seen it in use, however I doubt that most people in that game really think things through that much. I doubt some of them even know you can buy equipment. It seems like some players don't even remember to use their equipment (regardless of the equipment they are using). Noticed that too, I remember the healing nades in boarderlands too, was an interesting idea. I'd love to see it in dust but in a thematic way that fits the lore, i.e. it shouldn't look silly, its not a grenades that heals is just a single throw hive swarm deployer Just a grenade based platform of delivering triage nanites. Nice and simple. It could either release the nanites all at once, or it could be a smaller throwable triage hive (that goes in the grenade slot) that will produce the same nanite cloud a regular triage hive. Of course, there could be other methods of handling it which I haven't thought of.
O and for balance just encase anyone from CCP gets around to reading this the grenades should obviously be balanced tightly
They are kind of an equipment item that takes up a grenades slot, because of this you can get more using nanohives This may be an issue so ether you start with a few and they can restrict it so you cannot get more after deployment or the PG and CPU costs will have to be as high as makes it balanced
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Cypher Nil
Fireteam Tempest
199
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Posted - 2015.04.08 16:42:00 -
[7] - Quote
Ku Shala wrote:Cypher Nil wrote:Ku Shala wrote:instead of working like an av nade maybe more like a flux nade instant heals all allies in the 6m radius once as long as you re in the area during the animation up to so many hp (300hp @std 500 @ adv 700@ proto) per clone max, 35 wp base per clone repaired by swarm 6 targets max does not restock at depot or by nanites max carried 2.
Nanite swarm repair grenade.
and please fix proto hives
Killer bee for life shala out o7 I had considered that approach but then realised it would heavily swing combat and effect the game meta far too much. I'm all for the idea of a instant nade heal but if you think about it we'd just get matches with 10 heavys and a team of players behind them chucking heal nades while dropping nanohives. The main reason for the slow heal is that it doesn't allow stacking heals as only one player can have the effect on at a time. if we were to try fix it by not allowing a player to heal again for a shot duration after the burst that might work but also render the heal tool useless for a while. see bolded
My apologies I missed that, Its still a lot of instant health and is another boost to armour fits over shield.
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Cypher Nil
Fireteam Tempest
200
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Posted - 2015.04.08 22:27:00 -
[8] - Quote
Zepod wrote:So like the Transfusion Grenade Mod from Borderlands?
That would be broken.
It wouldn't operate like the borderlands nade, read the discription, it can be balanced with adjustments and restrictions,
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Cypher Nil
Fireteam Tempest
202
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Posted - 2015.04.09 15:31:00 -
[9] - Quote
Zepod wrote: Well for starters, you're proposal is to make a grenade which offers a set amount of HP over a set period of time to yourself and nearby allies, which is exactly how the Transfusion Grenade works, the only difference being that it doesn't steal the health from enemies
However, saying "it can be balanced with adjustments and restrictions" does not make it true.
For starters, even with a 10-15s restriction if a squad decides to use these grenades at the same time they can all achieve a regen of 1680HP/s, and with an 8s duration you can easily become immune to damage from any weapon beyond REs and OBs, allowing you to win any firefight.
Then there's the fact that having such a ludicrously high HP/s removes one of the downsides of Armor Tanking (low regen), while also making items such as the Triage Nanohive and Repair Tool obsolete. And finally, the ability to have a ridiculous HP/s will make Supply Depots impossible to push, as the players can keep regaining the "Transfusions".
The transfusion grenade bounces hugh amounts of HP around the area to all allies, this grenade supplies a small hp regen buff to a restrictive number of allies (1, 2 or 3) who are inside of the small contained release radius of the device. it does not and cannot apply to yourself.
The buff does not stack so 5 team mates throwing medi grenade at each other has the same affect as one. due to its slow regen value it is not effective in combat and like all healing in the game you must be behind cover while its in effect (even a single repair tools doesn't out heal incoming damage)
Nanohives offer constant streams of hp regen AND ammo, how would they be rendered obsolete? The repair tool is a constant free stream of higher armour healing? how would it be rendered obsolete?
As stated before you will ether be restricted to throwing a nade every 10-15 seconds or not be allowed to get more from supply depots.
Look I get that your pointing out that poor implementation could make them broken or OP and thats invaluable feedback but EVERYTHING can be adjusted to be balanced. if it can't then why are we not asking remove everything from the game bar medium suits and a pistol.
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Cypher Nil
Fireteam Tempest
203
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Posted - 2015.04.09 20:30:00 -
[10] - Quote
DJINN Jecture wrote:I think it should apply to yourself as well.
their is currently only one form of elf healing in the game and it is highly counterable, that is to drop a nanohive at your feet and stand in it. using it in combat means your movement is restricted and the enemy can just shoot it.
due to this I'm not sure the dev's want healing to be a self administered ability, else you could point your repair tool at your feet and heal up.
maybe you should be able to benefit from the heal as well, that would be another thing to take into account when balancing the idea.
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Cypher Nil
Fireteam Tempest
204
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Posted - 2015.04.09 21:02:00 -
[11] - Quote
wiseguy12 wrote:I too prefer the caldari logi's bonus but it's weak in comparison to others. but i digress i don't think a new equipment isn't necessary. i think increasing the base effectiveness of nanohives which would increase the amount of triage hives and caldari logistics on the field.
note: gall: scan everything Min: repair from across building amarr: "also kinda weak bonus" but quicker spawns are nicer Caldari: increased resupply, what really, hey you gotta wait 2 extra seconds to resupply your ammo.
The recent increase to carried nanohives has all but rendered the bonus useless now nevermind saving 2 seconds on a resupply. The nade would be another nanohive based tool and actually aid in combat instead of inbettwen fights
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Cypher Nil
Fireteam Tempest
206
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Posted - 2015.04.09 21:20:00 -
[12] - Quote
wiseguy12 wrote:Cypher Nil wrote:wiseguy12 wrote:I too prefer the caldari logi's bonus but it's weak in comparison to others. but i digress i don't think a new equipment isn't necessary. i think increasing the base effectiveness of nanohives which would increase the amount of triage hives and caldari logistics on the field.
note: gall: scan everything Min: repair from across building amarr: "also kinda weak bonus" but quicker spawns are nicer Caldari: increased resupply, what really, hey you gotta wait 2 extra seconds to resupply your ammo. The recent increase to carried nanohives has all but rendered the bonus useless now nevermind saving 2 seconds on a resupply. The nade would be another nanohive based tool and actually aid in combat instead of inbettwen fights well the reason they are designed for inbetween the fight is because the repair tool exist. but if we increased the repair rate of the triage hive really high and gave it a variant called the sleek triage nanohive that could be thrown further then we are talking. not to mention easier implementation.
Agreed that sounds good, the nade idea has a lot of issues due to it being equipment taking up a nade slot, this could be a better solution for the idea
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