Nova Knife
Seituoda Taskforce Command Caldari State
1158
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Posted - 2013.07.19 15:24:00 -
[1] - Quote
The best way to make the repair tool (and 'support players') viable, is to make them attractive to use in a firefight. Right now, there's pretty much no circumstance in high end gameplay where using a repair tool in combat is more useful than actually shooting the enemy with your gun.
There's been a slew of suggestions on how to accomplish this, but that is the premise to making repair tools actually valuable in competitive play. |
Nova Knife
Seituoda Taskforce Command Caldari State
1173
|
Posted - 2013.07.20 06:33:00 -
[2] - Quote
[quote=I-Shayz-I] Also, my suggestion wasn't to change the repair tool to be more effective in a firefight. Currently, its role is to heal players outside of battle or when they've retreated to cover. [quote]
In my opinion, this is exactly what's wrong with them. They shouldn't make someone invulnerable... But I used to run a repair tool on my scout suit and basically just heal up anyone around me after a firefight. That's handy, but for the most part... irrelevant. Sure, we could give people more points for using the repair tool, but in the end that wouldn't really accomplish anything. In fact.. I'd say it'd almost hurt a team more than it helps.
I tend to disagree that while the cooldown system is annoying, logistics suits are still among the best (if not the best) ways to earn WP when being used as support. The amount of WP you can get simply from spamming uplinks, nanohives, and healing/reviving people is pretty astounding. I don't think I've ever had a game playing support with less than 1200-1500 WP, even without any kills.
Like I said... I don't think point accrual is the problem. The direct problem is it's relative uselessness in a firefight. However, buffing it is a very slippery slope. It's very, very easy to go from "Someone is slightly harder to kill" and "Someone is damn near invulnerable" when being targeting by a repair tool if it is buffed too much. It does need a buff, though.
Your description matches nearly everyone else's in competitive play; "They're basically only used after a firefight to keep heavies alive" Which is useful, I won't deny... But it diminishes the role of a healing tool. A healer role should be able to viably heal in combat, but it should still come down to the tank's ability to avoid damage in the first place that keeps the both of them alive. If it's more viable for your healer to be doing DPS than healing during the fight itself then something about the healing role needs to be looked at, don't you think? |