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Combat state for repair internals
#1
Posted January 16 2014 - 07:39 PM
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#2
Posted January 16 2014 - 07:46 PM
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#3
Posted January 16 2014 - 08:10 PM
[13:14] <nonsiccus_work> uh oh
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#4
Posted January 16 2014 - 08:39 PM
 Sylhiri, on January 16 2014 - 08:10 PM, said:
Sylhiri, on January 16 2014 - 08:10 PM, said:
It likely would for some. I usually use a repair orb when I run to heal in order to get back to the action with less downtime.
HC/MC Calculator (thread) UPDATED 2013/12/21
#5
Posted January 16 2014 - 08:44 PM
 Sylhiri, on January 16 2014 - 08:10 PM, said:
Sylhiri, on January 16 2014 - 08:10 PM, said:
Probably, but to me that just says something about how strong the Shield is. If it were nerfed a bit as well so I don't feel the need to carry an EMP just about all the time, I think that could go a long way for balancing out item choices. As of now the meta is somewhat of forced counters, and while I'm ok with counterplay I don't think it should be within such a narrow scope on items that are already excessively powerful, Hopefully February will bring about some reasonable changes.
On topic I like the idea of expanding combat-state effects to more than just the Tech beam, especially when it comes to orb-healing.

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#6
Posted January 16 2014 - 09:00 PM
 Xacius, on January 16 2014 - 07:39 PM, said:
Xacius, on January 16 2014 - 07:39 PM, said:
Advanced Repair Kit + Extractor = invincibility so long as there are health orbs around. I think there needs to be a combat state for healing from repair kits and extractors that reduces effectiveness while in combat.
#7
Posted January 16 2014 - 09:09 PM
Here is a link to the thread I made for this topic.
Edited by Skrill, January 16 2014 - 09:09 PM.
#8
Posted January 16 2014 - 09:22 PM
#10
Posted January 16 2014 - 10:46 PM
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 DaPheel, on October 26 2013 - 01:05 AM, said:
DaPheel, on October 26 2013 - 01:05 AM, said:
#11
Posted January 17 2014 - 02:19 AM
 ShadowWarg, on January 16 2014 - 09:22 PM, said:
ShadowWarg, on January 16 2014 - 09:22 PM, said:
I had suggested that there should probably be more incompatibilities between internals than just the different sizes of the same thing. All internals that have similar functions cannot be used together. So if you want a speed boost, you have to choose whether you want it at low health, or after a kill, not both. With the repair orb internals, you can either get faster repair, or more repair from orbs, not both. And with the self repair internals, you can either have it out of combat, or after a kill, not both.
But, either way, I think there should also be an in and out of combat difference on the repair internals. I love that I can get my Rocketeer back to full health from nearly dead in about three seconds with a Mk-III Repair Orb and both repair amplification internals. But being able to do that while being shot is kind of silly.
 8;;8
8;;8
#12
Posted January 17 2014 - 04:36 AM
HC/MC Calculator (thread) UPDATED 2013/12/21
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