Other > Suggestions
Super stimpack bind
T-888:
--- Quote from: McLooter on October 09, 2012, 12:00:15 am ---This timer does not need to happen, it can require higher AP or such.
--- End quote ---
Different ways of how the CD is increased, player might experience it differently, but the effect is the same.
chocolate_chip_cookies:
I never get to spam stimpacks. Snipers and rocket launchers always steal my action points and I think this is good. Makes snipers and rocket launchers important in battle
Also 1 hexing a stimpack abuser is effective
And fights are short anyway, just 2 shots and you're dead so stimpacks help lengthen fights which is a good thing
I don't think there's a need to change it
McLooter:
We are speaking about tanks and SS. Not your crappy jet builds whom can only survive 2 bursts.
Fat Man:
--- Quote from: chocolate_chip_cookies on October 08, 2012, 11:43:34 pm ---Waiting for action points to use ss is already cooldown
--- End quote ---
Average gun requires 6-7 action points to fire, 5 for small gun burst with BROF but small guns builds aren't really used in PvP except snipers which is 7ap for eye/head/groin.
Even with a double shot build 12ap with 3brd big gunner vs another tank build you do not kill them and between that time to get that third shot off somebody can eat 2 super stims to full health. 3 action points regenerates very quickly its nearly seconds in real time.
I think 5 action points is reasonable or a cool down. Now how many seconds between super stims is debatable, so I think requireing more action points would be better route. Also this is an easy fix than trying to code in a timer for real time. But if they were to do a timer I think 5-10 seconds would be good only in real time. In turn base there isn't an issue with super stim packs.
I was in reno using a grenadier build and it was ridiculous that 1 plasma grenade kept being thrown and a super stim was ate each time I through a plasma grenade. Eventually a guy would run out of super stims to be killed but I still think 3 action points is too low when using with hot key.
Opening a menu and using super stimpack is fine but we have the bind, and I wouldn't want them to get rid of it so I think timer or more ap requirement is best.
--- Quote from: chocolate_chip_cookies on October 09, 2012, 01:58:32 am ---I never get to spam stimpacks. Snipers and rocket launchers always steal my action points and I think this is good. Makes snipers and rocket launchers important in battle
Also 1 hexing a stimpack abuser is effective
And fights are short anyway, just 2 shots and you're dead so stimpacks help lengthen fights which is a good thing
I don't think there's a need to change it
--- End quote ---
One hexing isn't always an option, in a huge 10 vs 10 battle. Plus rocket launchers don't do much damage maybe 100 damage on a good roll first shot on metal armor. You fire 2 rocket launchers at a guy it takes longer to first a 3rd shot and guy could just eat 2 super stims, and run out of view.
Look I use super stimpack hotkey and it makes me survive and I love it but I think for the sakes of better gameplay there should be a timer or a 5 action point requirement. It gets very lame to get into a super stimpack battle.
Also there is now no advantage to use first aid what so ever other than for roleplaying. What is the point of this skill? You can't use it in turn base it requires many special stats like luck and intellegance which could be spent in better things like endurance and agility and it has a cool down even with medic perk that is still 30 seconds to use between each cool down. And 30 seconds is like 250+ skill points. Its only useful at hinkly thats it.
Sarakin:
I dont think its necessary to alter SS usage. SS dont grow on trees, even if it means they are easy to get, nobody carries 30+ of them.
You might bring into one fight 20 of them and wont have a chance to use one, because of lucky crit, while on the next fight, you regret you didnt bring more of them.
Popping SS one after another serves to interesting feature, when one guy tanks all the damage while others bring DPS. Its one of the very few things, that gives you freedom in your actions (f.e. shall I tank this damage right here ? Or shall I run for cover and mend my wounds there ? Or maybe its better to stand still, hope for luck and help my group do some dmg)
This suggestion brought FA into question. That is, what should be improved, not SS. 2 APs for SS use and even bigger healed numbers (or reduced CD) would be just fine.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version