Other > Suggestions

Super stimpack bind

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avv:
I agree that devouring superstims in the dozens while being shot by 3 guys is stupid, but that's not the only way to use them. Superstim bind gives a new option to react to random situations. It holds a micromanagement value because blindly spamming them isn't something that automatically saves you in every situation. You can also use them smartly. Block enemy shots, conserve your ap, try to onehex. Use them for escape while being chased by multiple enemies.

There could be some sort of overdose limit which means you can't take more than 3 in say 5 seconds. Wouldn't hurt the smart users but spammers yes.

In addition superstims are like food, everyone needs them. That's good in terms of trade, which nobody does however  ;). Plus every build can use them, so that you don't have to make a build for every situation. 
What's more: if superstims did take more AP it would be good gameplay if shooting someone meant that he has to take cover and heal himself. But many maps don't have any cover withing the range of 50 hex. So if avenger bg spawns behind you FE. in bh south side, you'd be always dead if you couldn't use superstims to block his bursts. There simply isn't enough cover.

I think I'll make a thread about fa.

Fat Man:
The knock down, knock out is kind of relevant as it is a counter measure. But these things rely on "real life luck". It isn't guarenteed every shot will do that cripling affect.

I made this suggestion because I don't think it makes for interesting game play to have some guy button mash for 100-140 hp in 1 second over and over. (I forget the exact HP gain with super stims I think its around this). The reason why I suggest 5 action points is because I think it would be better if there is a bigger delay, in seconds, to wait for 5 action points as opposed to 3.

I think this also takes a little more thought than buttom mashing. It is at the point where people get hit once for 80 damage then use a super stim, I think it makes it more interesting gameplay if players take a second to think about about their super stim usage.

Like I say I use this feature alot on full DT/DR big gunner tank it is nice feature it helps me survive many fights. But at same time it just seems a bit ridiculous that you can use super stims so quick from 0-3 ap. Its also ridiculous to keep spamming the bind button over and over when you are down to 0 action points and gain full health in roughly 1-3 seconds depending on build.

Basically I think its just strange balance that attacks take 5-8 action points to regenerate but to heal self for 100+ hp it takes 3 action points which is practically 1 second. Takes 6 or 7 ap to do 50-140 damage with a burster but in that time you can heal ~300hp.

Ok so plasma grenades use 3ap, super stimpack uses 3 ap. Super stim pack is faster in this regards because there is no delay in the animation.

Ok so yes the counter measures:
1 hexing: It isn't always wise to rush at a group of players trying to run up and one hex them when there is there 35-50 hexes between you and a group of players. But its viable solution if you are in close quarter fight

Crippling: Weapon drops arm cripples are annoying but this doesn't prevent a player from using a super stim pack.

Knock out knock downs: This is good solution but relies on luck with targeted shot builds.

Rocket launcher: It doesn't do enough damage to kill in 2 shots unless you are playing with a group of players who are very focused on shooting the same target. A single rocketeer isn't going to kill average PvP build. And a player can once agian use 3 super stim packs before you get 4+ shots off to kill them. 4 shots from rocket launcher that is very lucky if not impossible if you roll for its high end damage 4 times in a row on a full geared target with full hp. Also I think being hit by a rocket is -3 ap, you get shot twice by those 2 shot RL builds that is -6ap, target has 10 ap there goes a stimpack, only has 6ap (All pvp builds have more than 6 ap because its completely fucking stupid to take 2 agility)

Grenades: Lowest range weapon in game before melee, the super stim pack can be used faster because there is no delay in a weapon animation in regards to plasma grenades. Frag grenades does knock down but super stim pack can be used before 4 action points regenerate.


-edit-
I hope this all makes sense what I'm writing it is very late where I live when I wrote this.

Roachor:
There is a delay, you do the leaning forward and fiddling animation. Even my tank build that has all defensive perks and max hp can't survive long spamming ss if I'm under attack. Offense is way stronger than defense in this game.

T-888:
The animation delay is 1 second, if you did read what i wrote, you wouldn't write something so blunt as " Offense being stronger than defense. " and if you just stopped for a second and thought about how much time it takes to eat SS and how much time it does take to do an attack.

2+2=4

It is that simple to understand.

dskpnk:
SS are good like that, they takes less points than a FA, but they give less HP than a high skilled FA

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