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No-one-ganks like-Gaston
Corrosive Synergy RUST415
300
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Posted - 2015.11.16 08:50:00 -
[1] - Quote
It's important to keep reps up as a logi, and obviously there are going to be some high priority individuals to keep alive, like your door kickers and mobile walls. It's equally important to keep the rest of your team alive, though, and having to stop reps completely to heal someone else, and hope you don't get the wrong people and have to try agin, and again, and again, is a tiny bit frustrating.
Unfortunately, in the heat of battle, with everyone moving and running around, it's very easy to lock on to the wrong player or, more frustrating, someone who just passed through and happened to steal the line, and if they don't run out of range then you have to let go of your trigger and reactivate to try to get the right person(s).
My suggestion is this: Can we make it so that, while your rep tool is out and activated, you can tap R2 to reset the previous lock on, so that you can keep your primary target repped, while still being able to rep other members of your team?
Obviously this suggestion only benefits the proto (and possibly the upcoming Unique BPO) varients, but it would be a nice quality of life change.
It would help the team greatly by preventing heavies from getting cranky about their rep slave doing their job, so that a logi can rep a heavy while simultaneously swapping secondary targets as the need arises.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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TooMany Names AlreadyTaken
Going for the gold
1
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Posted - 2015.11.16 15:29:00 -
[2] - Quote
TooMany Names AlreadyTaken wrote:We need a reptool that only locks on to an injured target, and doesn't stay locked on if the target has full health.
No.Gäó
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Sylwester Dziewiecki
531
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Posted - 2015.11.17 13:31:00 -
[3] - Quote
Adding new variants is mistake, we already have equipment that is never use.
Instead of current number of RT I would like to see just one model that can be adjust during the battle, so it can lock 1-3 team members, 1-3 squad members, specific players. Beside it should be able to rep on distance of 0-25 meters, but repairing power should go progressively with this distance, so at close range it's very powerful, and at the edge of total optimal it barely do something. I think it should be able to be lock on 3 players but repairing power for those 3 players should come from one source; it would be nice if player could set % advantage for primery target, so he repairing first one with 70% and another two with 15% each.
This is Skirmish v1.0
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No-one-ganks like-Gaston
Corrosive Synergy RUST415
366
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Posted - 2015.11.21 00:22:00 -
[4] - Quote
Bippity boppity bump.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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tritan abbattere
DBAG CORE
64
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Posted - 2015.11.21 03:55:00 -
[5] - Quote
As a logi I like some of these Ideas. I have always wanted the ability to have pinned targets or better targeting with rep tools.
I am the all mighty Tritan. Fear me for I am a MassHole
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Ahkhomi Cypher
Opus Arcana
1
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Posted - 2015.11.21 08:08:00 -
[6] - Quote
How about if you press the grenade button while repping you disengage the most recent lock. If you have only 1 beam you disengage from that lock by pressing grenade or letting go of the shoot button.
Edit
Op actually said that in his post. I was thinking of a different games controller setup.
Edit 2 Actually yeah. We cant use grenades or aim down sights while repping so just make one or both of those buttons disengage a lock.
Or How about make aim down sight and shoot control different beams.
Or Make ads disengage the first lock and grenade disengage the second lock.
Tyrant King, Opus Arcana
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No-one-ganks like-Gaston
Corrosive Synergy RUST415
370
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Posted - 2015.11.21 08:36:00 -
[7] - Quote
Ahkhomi Cypher wrote:How about if you press the grenade button while repping you disengage the most recent lock. If you have only 1 beam you disengage from that lock by pressing grenade or letting go of the shoot button.
Edit
Op actually said that in his post. I was thinking of a different games controller setup.
Edit 2 Actually yeah. We cant use grenades or aim down sights while repping so just make one or both of those buttons disengage a lock.
Or How about make aim down sight and shoot control different beams.
Or Make ads disengage the first lock and grenade disengage the second lock. All great ideas, and better than using R2 just to disengage the secondary lock. I think I prefer ads and shoot controlling different beams, though. It'd be easier to disengage reps from a full HP target and swap to someone else while still repping an injured merc. I think the only trouble that could come from that is remembering who is on which tether. A game or two of Portal should help with that.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.11.22 07:42:00 -
[8] - Quote
TooMany Names AlreadyTaken wrote:TooMany Names AlreadyTaken wrote:We need a reptool that only locks on to an injured target, and doesn't stay locked on if the target has full health. +1 remove manual locking and have it auto lock within 180-¦ of it's front.
After it reps an ally to full it would auto seek the next injured ally.
This would reduce blind sheep following heavies to their deaths.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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No-one-ganks like-Gaston
Corrosive Synergy RUST415
379
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Posted - 2015.11.22 08:48:00 -
[9] - Quote
Meee One wrote:TooMany Names AlreadyTaken wrote:TooMany Names AlreadyTaken wrote:We need a reptool that only locks on to an injured target, and doesn't stay locked on if the target has full health. +1 remove manual locking and have it auto lock within 180-¦ of it's front. After it reps an ally to full it would auto seek the next injured ally. This would reduce blind sheep following heavies to their deaths. I think that would be a little too much. Auto-unlocking when someone reaches full HP and not locking onto full HP targets is one thing, but auto-locking to any nearby targets in view without any effort on the logi's part would make the tool incredibly OP and the logi role literally a mindless WP farm. Min-logis are already considered farmers. Vital farmers, but farmers nonetheless. I'd rather they didn't become the lazy man's fast track to proto.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.11.22 09:14:00 -
[10] - Quote
No-one-ganks like-Gaston wrote:Meee One wrote:TooMany Names AlreadyTaken wrote:TooMany Names AlreadyTaken wrote:We need a reptool that only locks on to an injured target, and doesn't stay locked on if the target has full health. +1 remove manual locking and have it auto lock within 180-¦ of it's front. After it reps an ally to full it would auto seek the next injured ally. This would reduce blind sheep following heavies to their deaths. I think that would be a little too much. Auto-unlocking when someone reaches full HP and not locking onto full HP targets is one thing, but auto-locking to any nearby targets in view without any effort on the logi's part would make the tool incredibly OP and the logi role literally a mindless WP farm. Min-logis are already considered farmers. Vital farmers, but farmers nonetheless. I'd rather they didn't become the lazy man's fast track to proto. Every game has one,a fast track that is.
It can effectively be a way for no skill noobs to stay in-game long enough to discover what they really enjoy doing. Dedicated support players will go logistics,others that dislike support will quickly move away from it.
Plus,players will require a way to get easy ISK just to interact in the universe.
Remember the long term goal. "One universe,one war"
Official Blueberry of the Forums.
Title by my #1 fan Sgt Kirk.
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No-one-ganks like-Gaston
Corrosive Synergy RUST415
393
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Posted - 2015.11.25 07:18:00 -
[11] - Quote
Bump.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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Sergeant Sazu
Mantodea MC
804
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Posted - 2015.11.27 01:25:00 -
[12] - Quote
L1 and R1 controlling separate beams, I approve.
Automatically disengaging when someone reaches full HP, I disapprove. I often lock the rep tool beforehand when I know a squadmate is stepping out into a bulletstorm. And when he/she returns to cover for half a second and they're back to full armor, it would be incredibly annoying to reestablish every time.
[83.5m SP]
"I bet Sazu's great in an argument, since he makes so many points." -CeeJ Mantis
-The Swagmaster Logi-
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lee corwood
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2015.11.30 05:19:00 -
[13] - Quote
Pretty much echo everyone's sentiment. I don't want an auto lock. This makes my ability to support a charge or strong defense useless. It would also be a NIGHTMARE when surrounded by 5 blueberries with each person taking different amounts of damage. My tool would be bouncing around so much it would actually be less effective only healing each person one cycle each if that.
However, I would love a target toggle. The disengage to re-engage is so unreliable and often too slow.
EDIT: Also, if we can get the rep tool to make any nearby installations a LAST priority, I'd die a happy merc.
Logi 4 Life | Youtube Vids
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No-one-ganks like-Gaston
Corrosive Synergy RUST415
452
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Posted - 2015.11.30 06:11:00 -
[14] - Quote
lee corwood wrote:EDIT: Also, if we can get the rep tool to make any nearby installations a LAST priority, I'd die a happy merc. Oh god yes. I can't count the times a teammate and I have died because a CRU or Supply Depot was nearby.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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