Other > Suggestions
Super stim madness
jack555:
ok so lets face it, on 1v1 battles the person with the most SS will most likly win if thay do the fallowing : stay 10 hex way from enemy and every hit thay shoot you with asuming its an avenger. inject a stim. untle he has 0AP's left then rage at the guy and 1 hex
with 2 shots with avenger it will do about 230 dmg. and it takes 12AP's and you lose all AP's after that
then your enemy with take 2 super stims and be at max Hp. and rages at you an 1hex 280dmg
so my sugestion is, Make super stims need 4/5AP's to use
Or make super stims only heal 75HP
or make the after effects of SS alot more powerful
becuase right now its rediculus how super stims are like
becuase alot of the time in battle i find myself doing a face off with a PK on RT. and nither me or him want to shoot first. becuase the first person to shoot loses 6AP's and the other only looses 3AP's to inject stim and be right back at max health. puting the other player at a handycaped state
the only way to beat a tank in RT is to have crit build or be the person with most ping to 1 hex him before he 1hex you. i found myself on a fight while me and the guy i was fighting used up 21 SS's untle i 1 hexed him
but yes SS prolongs pvp. but in return makes it kinda unfair. please share your thoght and what you guys think would be the most best idea for SS. or if you think its fine how it is. my suguestion is strickly for helping pvp in this game. if you think its unfair what im saying then make a point about it and we'll see. if this topic gets boring or lame then forget i ever posted it, thx
cheers
Ed Wood:
+1
I alread tought about this! Super stims should work this way! you can take 1 without penanlty! the next one got 10% chane to instantly overdose you and instead of healing you its makes you loos the ammount of HP that it would give! the next one gives you 20% overdosage and so one! until 100% where it is instant kill! I can not stress enough that this is the strongest chemical out there!
On the counter part! regular stimpac could have a diferent use! you could still spam it with the same random effect! but in the hands of a medic! who actualy bought the medic perks! it should have the same effect like the super stim withouth the negative effect! cos a medic always know where to inject the medicine! this would meka the combat medics a lot more usable! and a lot more needable in either in TC or in TB combats!
Giftless:
Something to consider about balancing... you're saying that super stim use is unfair for one on one pvp. However what about the guy who takes on buffed PvE mobs 1 vs 5 and uses chem resistant which already has a -50% stim penalty? Mobs already have a heavy AP advantage and reaction time over the player, so docking the abilities of SS would likely be devastating to the farming supply chains.
If anything has to be done, reduce the availability of SS to thieves, so they'll be more expensive for players to guzzle them like mineral water.
Mrockatansky:
--- Quote from: Ed Wood on March 09, 2013, 09:29:29 am ---+1
--- End quote ---
Fuq no. Wet dreams of yours, that will make every realtime combat pure insanity.
Medics? My ass. This is not CoD.
--- Quote from: Giftless on March 10, 2013, 06:51:44 am ---If anything has to be done, reduce the availability of SS to thieves
--- End quote ---
Not as long as one six-hour-cd gives you only about 50 SS, longside all the pain getting there.
Buff crafting, then nerf stealing.
--- Quote from: jack555 on March 08, 2013, 04:09:41 pm ---Make super stims need 4/5AP's to use
Or make super stims only heal 75HP
--- End quote ---
might actually bring more tactical playing to combat, but then again players will just adapt their movementspeed to the increased ap use and we are back to status quo.
Kilgore:
--- Quote from: Mrockatansky on March 10, 2013, 10:16:55 am ---Medics? My ass. This is not CoD.
--- End quote ---
actually, this game lacks combat medic profession very badly. "this is not CoD" excuse is funny because it means nothing.
and superstim spamfest makes battles look ridiculous.
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