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Eskel Bondfree
27
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Posted - 2012.07.28 19:03:00 -
[1] - Quote
I disagree on the first point. Having a static 'healing box' that you can throw to the ground for friendlies near by or others coming this way later on is pretty much a standard in every comparable tactical FPS. It's basic medic equipment and I don't see why it would be 'overkill'.
There are some points you need to keep in mind:
- nano hives that repair armor require a significant amount of SP that the average assault/heavy player is less likely to invest
- they also require much cpu/pg that, again, the avarage assault/heavy player is more likely to put into additional HP or damage mods
- in the future, there will probably be a wide range of equipment available for offensive roles, and non-logi suits only have one equipment slot (as far as I've seen)
- you have a fixed amount of nano hives that you can toss out (2 most of the time); personally I don't like this, which is why I proposed to be able to pick nano hives up again to carry them somewhere else (see here)
- nano hives repair at a lower rate than repair tools (from my personal observation), but I stand to be corrected on that since the repair tool effectiveness seems to be measured in absolute values, while the nanohive has a relative percent number (not sure how to compare the two)
- you can't use a nano hive to repair an advancing heavy, mobile and static healing tools fill different roles
- the repair tool is also used to repair vehicles and installations (think 'engineer' instead of 'medic'), so again, it fulfills multiple roles
In the end, I think logi players will be the ones who toss out nano hives the most anyway, because they are suited best for this role. But if you chose to play as an assault/medic hybrid in an assault dropsuit, I don't see anything wrong with it, because everybody has the possibility to do this.
However, you have a point in saying that the dual use nano hives that are ammo and healing box at the same time might be a bit overpowered. Separating them into 2 distinct categories would be a reasonable idea. Logis would still have the option to equip both variants, but assaults/heavies had to decide for one them. |
Eskel Bondfree
27
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Posted - 2012.07.28 21:16:00 -
[2] - Quote
Nova Knife wrote: A 'healing box' is somewhat standard in games like battlefield. But the fact it gives you ammo too makes it overkill.
Repair tools and vehicle modules should be the only way to 'heal' teammates. Then like I said, split nano hives into two categories, ones that only replenish ammo, and others that only repair armor. No need to remove the armor repping hives altogether. If you want less assaults running around with an armor repping nano hive, just increase the skill or fitting requirements.
And I'll repeat what I said before: assaults only have one equipment slot, and there will be certainly equipment available in the future that many assaults would chose over a nano hive. Besides, the problem of self healing assaults is not limited to nano hives, because as it is now, repair tools can also be used to heal yourself and nothing stops an assault from using one. Not to mention that shield tanked drop suits have self regeneration anyway for the bulk of their hit points.
Getting rid of dual use nano hives is fine, but imo there is no valid reason why healing nano hives should be removed from the game per se.
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Eskel Bondfree
27
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Posted - 2012.07.30 17:12:00 -
[3] - Quote
Pokey Dravon wrote:I don't see what the issues is. The whole point of a repair hive is to allow a heavy to better hold down a fixed location, which is exactly what heavies are meant for. They can't deploy the hives themselves, and hive are unrecoverable meaning that once they're placed, they're only good for that specific location. In addition they have rather low health (300 I believe) meaning that a well placed grenade or simply shooting it for a second will destroy it.
I feel the Repair Hives fill their role perfectly in helping to fortify objectives, they're not mobile like repair tools, and in most cases repair less than repair tools. This is a perfect example of logistics supporting heavy infantry, and removing it would devalue that role and mechanic.
The one thing I might consider for a change is to make them Prototype instead of Advanced, as to force a bit more of an SP sink and specialization. Agreed, never remove repping nanohives from the game. However, the OP does have a point in that assaults who can equip hives that repair and refill ammo are bad. They don't need to rely on logi players anymore and this is very detrimental to the idea of team based game play. Assaults should be forced to lose a significant part of their offensive abilites if they wish to play as a logi hybrid (this should go the other way around for logis, too).
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