Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Indianna Pwns
TERRA R1SING New Eden's Heros
199
|
Posted - 2015.07.09 22:03:00 -
[1] - Quote
Reviving should be much more of a game changer than it currently is. I think this is mostly due to the clunk mechanic of the nanite injector. The whole animation takes far to long and cant be cancelled once commited to.
I propose replacing the nanite injector with a revive tool instead. It would work like the repair tool in that you lock on to a downed freindly and revive them.
I feel this would be a far superior mechanic to the one we have now as it will allow the logi to remain mobile while reviving and also stay behind cover when reviving.
Hell you could even combine it with the repair tool (rename it triage tool or something along those lines) perhaps and give the Caldari Logi a bonus to revive range or speed while the min logi keeps the bonus to repair.
I'd be interested to see what people think of this as an idea.
|
No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
191
|
Posted - 2015.07.09 23:26:00 -
[2] - 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. |
Mobius Wyvern
Fatal Absolution Negative-Feedback
6
|
Posted - 2015.07.10 00:14:00 -
[3] - Quote
No-one-ganks like-Gaston wrote: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 death added to your count would be absolutely horrendous. As someone who maxed out his Healing tool in Planetside 2 such that I could revive people from some pretty crazy distances, I'm with this guy.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
|
Posted - 2015.07.10 01:08:00 -
[4] - Quote
Mobius Wyvern wrote:No-one-ganks like-Gaston wrote: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 death added to your count would be absolutely horrendous. As someone who maxed out his Healing tool in Planetside 2 such that I could revive people from some pretty crazy distances, I'm with this guy.
Oh God yes. As a poor misbegotten Engineer who only just picked up the GD-7F, and god that is an amazing gun, having one random dude follow me around with repair/revive gun let me go on some crazy sprees.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
|
Grimcrimm
Facepunch Security
8
|
Posted - 2015.07.10 01:38:00 -
[5] - Quote
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. |
abdullah muzaffar
Random Gunz Rise Of Legion.
634
|
Posted - 2015.07.10 02:24:00 -
[6] - Quote
Planetside 2 does this great. The reptool itself is the revive tool.
IJR took my soul. RIP 20/3/15 5:14
|
Indianna Pwns
TERRA R1SING New Eden's Heros
200
|
Posted - 2015.07.10 16:48:00 -
[7] - Quote
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
|
el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
|
Posted - 2015.07.10 21:08:00 -
[8] - Quote
No-one-ganks like-Gaston wrote: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 death added to your count would be absolutely horrendous.
This.
Theres nothing wrong or bad about an act of revival being an act of committment with a high-risk/high-reward element. Not being enabled to just hide around the corner and zap revives gives us much more dynamicism in our gameplay, imo. I spent 20 minutes in a hallway on PS2 zappin up dummies who were rushing into a MAX/tripod gun. Besides me getting a ton of points all that happened was the dummies kept pushing the same direction, kept dying and we got flanked by the enemy.
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
|
No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
196
|
Posted - 2015.07.10 21:21:00 -
[9] - 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. |
Getma Gunn
Hellstorm LLC
5
|
Posted - 2015.07.11 02:56:00 -
[10] - Quote
I personally like the needle, it's a risk/ reward thing as stated above. If you can't get to your buddy he'll just have to spawn on your link. Win/ win right? |
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.11 04:25:00 -
[11] - Quote
i think the needle should be removed....
and built into all suits. its a quality of life thing. why should something like a needle take up an equipment slot? it fits in a pocket lol |
Stupid Blueberry
Negative-Feedback. Negative-Feedback
1
|
Posted - 2015.07.11 06:26:00 -
[12] - Quote
Would be OP and require new assets.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Blueberry smokin' that crack y'all
|
Jenni Welsh
Reincarnation Incorporated
24
|
Posted - 2015.07.11 06:53:00 -
[13] - Quote
Indianna Pwns wrote:Reviving should be much more of a game changer than it currently is. I think this is mostly due to the clunky mechanic of the nanite injector. The whole animation takes far to long and can't be cancelled once commited to.
I propose replacing the nanite injector with a revive tool instead. It would work like the repair tool in that you lock on to a downed freindly and revive them.
I feel this would be a far superior mechanic to the one we have now as it will allow the logi to remain mobile while reviving and also stay behind cover when reviving.
Hell you could even combine it with the repair tool (rename it triage tool or something along those lines) perhaps and give the Caldari Logi a bonus to revive range or speed while the min logi keeps the bonus to repair.
I'd be interested to see what people think of this as an idea.
I hear what you're saying, but I gotta agree with the others (OP)... that having been said, increasing the animation speed for both the reviver and the revived would definitely be a good idea IMO. :) |
tffvbhb
Team Bukkakke
10
|
Posted - 2015.07.12 16:38:00 -
[14] - Quote
Indianna Pwns wrote:Reviving should be much more of a game changer than it currently is. I think this is mostly due to the clunky mechanic of the nanite injector. The whole animation takes far to long and can't be cancelled once commited to.
I propose replacing the nanite injector with a revive tool instead. It would work like the repair tool in that you lock on to a downed freindly and revive them.
I feel this would be a far superior mechanic to the one we have now as it will allow the logi to remain mobile while reviving and also stay behind cover when reviving.
Hell you could even combine it with the repair tool (rename it triage tool or something along those lines) perhaps and give the Caldari Logi a bonus to revive range or speed while the min logi keeps the bonus to repair.
I'd be interested to see what people think of this as an idea. WHAT WOULD HAPPEN TO MY 100K MILITIA NANITE INJECTORS?????? |
Krias Thracian
Villore Sec Ops Gallente Federation
61
|
Posted - 2015.07.12 18:07:00 -
[15] - Quote
Indianna Pwns wrote:Reviving should be much more of a game changer than it currently is. I think this is mostly due to the clunky mechanic of the nanite injector. The whole animation takes far to long and can't be cancelled once commited to.
I propose replacing the nanite injector with a revive tool instead. It would work like the repair tool in that you lock on to a downed freindly and revive them.
I feel this would be a far superior mechanic to the one we have now as it will allow the logi to remain mobile while reviving and also stay behind cover when reviving.
Hell you could even combine it with the repair tool (rename it triage tool or something along those lines) perhaps and give the Caldari Logi a bonus to revive range or speed while the min logi keeps the bonus to repair.
I'd be interested to see what people think of this as an idea.
I think that range and cover would massively unbalance this. I like the mad scramble to try and pick someone up as it is now, it adds tension and excitement. I wish they'd fix the bugs with it..... so many times run up to someone flashing, no prompt.... take out nanite injector, can't use it..... 10 seconds go by, OH NOW I can revive someone and I'm being shot.... brilliant.... where were you 10 seconds ago.... |
Krias Thracian
Villore Sec Ops Gallente Federation
61
|
Posted - 2015.07.12 18:09:00 -
[16] - Quote
No-one-ganks like-Gaston wrote: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.
^ This guy just rendered everything I had to say on this topic obsolete. Just all of this. All of it. |
Talos Vagheitan
Ancient Exiles.
1
|
Posted - 2015.07.12 18:50:00 -
[17] - Quote
Interesting. Sounds like how Killzone handled revives. It could be balanced pretty easily.
I actually wouldn't mind seeing this added as a Minmatar revive tool. I don't like racial monopolies on equipment. If Dust had your tool as well, then Min/Gal logi's wouldn't have to carry Caldari tech.
Maybe not what you had in mind, but +1
Official CPM Platform
|
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.07.13 08:48:00 -
[18] - Quote
nah man. needle is fine. gaston broke it down better than me, so from a personal point of view, as a pro min logi for 2 years, I would not like to see long distance revives.
The mark of a good logi is knowing when and how to pick somebody up. I like the rush of laying down suppresive fire, stabbing with a proto needle and getting troops up to full health safely while still under fire.
a range tool makes it even safer for dirty revives. take away any danger from logis means the become actual wp farms at near zero risk. The game doesn't need to be safer for logis.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
|
|
|
|
Pages: 1 :: [one page] |