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No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
191
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Posted - 2015.07.09 23:26:00 -
[1] - Quote
I feel like being able to revive people at range and be able to stay behind cover and move while doing so would be incredibly over powered and would make some already difficult situations, like meat grinder domination areas, entirely unwinnable. It would make explosive spam even more common than it is now, because explosions auto-kill clones, rather than incapacitating them.
You are bringing someone back from the brink of death and putting an extra gun back into the fight. It would make sense that the one committing to that action should have to be vulnerable to do so.
The only way I could see that this could possibly be balanced is if the revive were given a countdown and there were some sort of animation around the incapacitated character to show that they're currently being brought back. But that would make things even more frustrating, because not only would it then be obvious a certain clone is about to get back up, making it easier to fire a few shots into it to kill it, but it would mean that being revived would be slower, keeping the gun out of the fight longer, and be done at less risk to the logi. People already get pissed at logis who revive in bad situations. The logi being able to simply go 'lol, free points' while you get another kill added to your count would be absolutely horrendous. |
No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
196
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Posted - 2015.07.10 21:21:00 -
[2] - Quote
Indianna Pwns wrote:Grimcrimm wrote:Its whats needed the current tool exists only to save your protobuddys isk, otherwise you are better off carrying beacons. ranged pickup would not be overpowered put 2 more bullets into your enemy to make sure hes dead. This Did you two even read what I said? I'll summarize.
It would increase explosive spam, since explosives auto-terminate clones rather than incapacitating them. Because of this people would be able to be revived less often, making revival tools of any sort near useless.
Logis would be put at less risk and would be able to revive people in bad situations, giving the logi free points, the enemy free points, and you an unwarranted death on your scoreboard.
Meat grinder matches or any area where a logi would have complete or near complete cover would mean that the chances of flipping the objective in an area that's already difficult to remove from enemy possession would become next to impossible because a logi could stay back in cover and repeatedly revive anyone who fell with next to zero risk to himself.
The current pick-up tool is balanced because the logi has to put himself at risk to bring another gun back into the fight. Your suggestion takes the risk factor out of the equation for the logi. A logi or two could potentially keep an entire team running indefinitely if the opposing team doesn't spam explosives to make sure that every clone stayed dead. And I keep saying explosive spam because explosives are the only surefire way to cover an area for incapacitated clones and remove them from the field thanks to their area of effect. Bullets need line of sight and aim. Mass Drivers do not.
Revival keeps guns in the fight and keeps a point covered. No one on the team gives one single **** about how much ISK you put into your suit. No one cares about proto suits, even less now that slot layout has been flattened across tiers. They care about winning the fight. The more you put into your suit, the more they'll laugh at you when you die. And the more often you get yourself killed and spawn on an up-link rather than being shanked with the needle is less often that up-link can bring in the people that couldn't be revived. The needle isn't for proto scrubs who want to save spare change. The needle is for winning an engagement.
The only way a ranged revival tool could even attempt to be balanced is if:
A. There were some sort of signal that an enemy was being revived, like a glow around the body. Currently the signal is that there is someone standing literally on top of the body. B. There were an increased countdown for distance revival so that teammates couldn't be brought back into the fight as quickly if the reviver is at less risk. Possibly four or five seconds, possibly even more. Currently the time for revival is simply as long as it takes the logi to finish the stabbing animation. Pretty sure that's roughly two, two and a half seconds. And even less if you have the needle out and ready, rather than tapping circle repeatedly. C. The range weren't more than ten meters at most. Currently the range is literally stabbing distance. |
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