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James Thraxton
The Exemplars
75
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Posted - 2013.01.14 20:07:00 -
[1] - Quote
the nanite injector needs to have its revive time to be reduced by 25-50%, and the double injection action needs to be fixed. if implemented, reviving players should be half current points as well. . . makes for better medics and keeps balance |
Ulf Thunderkick
Subdreddit Test Alliance Please Ignore
10
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Posted - 2013.01.14 22:19:00 -
[2] - Quote
Why?
I agree the double injection thing is ridiculous but why reduce the time it takes? Injectors are reasonably quick and the point value makes sense - often the downed person is in an open field of fire, making reviving them terribly risky. |
Cade Orion
Tronhadar Free Guard Minmatar Republic
27
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Posted - 2013.01.14 22:35:00 -
[3] - Quote
Ulf Thunderkick wrote:Why?
I agree the double injection thing is ridiculous but why reduce the time it takes? Injectors are reasonably quick and the point value makes sense - often the downed person is in an open field of fire, making reviving them terribly risky.
Totally agree here - way to often a person is downed in the open as they were running to get to the crowd. Reviving is often times way risky (especially when you run all the way to the downed merc and pull out the injector and no matter what you can't rez him, meanwhile the merc is flashing for help)
- Points for them are fine as the system stands now-
If CCP considered how many points you get based on how much health you gave them after the injection.
Then I'd say lower the points and give the players the option to use better gear for more points, based on the rez and the amount of HP you gave back to the player. (MAG 2.0 did this - and it worked out well) |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.01.14 23:58:00 -
[4] - Quote
Nanite injectors need to have a limited supply of charges, incidentally. Being able to revive indefinitely with a single militia nanite injector is pretty ridiculous. There's basically no reason to bother with higher tier injectors than standard. |
Ulf Thunderkick
Subdreddit Test Alliance Please Ignore
10
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Posted - 2013.01.15 00:12:00 -
[5] - Quote
Fivetimes Infinity wrote:Nanite injectors need to have a limited supply of charges, incidentally. Being able to revive indefinitely with a single militia nanite injector is pretty ridiculous. There's basically no reason to bother with higher tier injectors than standard.
I regretfully liked this because it is true, despite my desire to continue having limitless revives.
It makes little sense for this piece of equipment to not have a supply limit of some sort and the only reason to use higher tier injectors is for their reduced CPU/PG cost if you have a very tight fitting.
This also gave me an idea: Nanite Injector firing gun? Only usable by Logi suits and it takes over their only weapon slot? |
Bad- Karma
Hellstorm Inc League of Infamy
2
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Posted - 2013.01.27 03:44:00 -
[6] - Quote
I'm just looking for a keyboard or mouse shortcut to get to them faster. Releasing the mouse to pick up the controller and R2/stick 2 while under heavy fire is suicide.
Personally I think the revival rate of 2 seconds from dead to standing is pretty remarkable - I wouldn't change it.
(Medic shooting himself in the foot here) Infinite use of an injector does seem a little silly. I love it, but it is unrealistic. 10 or 20 pack of needles? Heck, you're gonna get shot in the head any second anyway... |
Patoman Radiant
ZionTCD Legacy Rising
53
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Posted - 2013.01.27 03:57:00 -
[7] - Quote
Or, have nanite injectors work faster if they are the more expensive kind. |
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