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The tech needs a different ability
#1
Posted December 29 2013 - 09:03 AM
Everyone knows the rage of having that Brawler down to single digit health only to have the magic green laser of immortality overcome the best you can throw at it. Other than those situations though, I haven't really found the tech to be more than a minor annoyance. It's only when it uses its ability that it has a negative impact on the experience. Nerfing it will not change this. OP or not does not matter. The ability needs to be completely reworked, not balanced.
Rather than a beam, I think a projectile would be more appropriate. The cooldown would be shorter, say 45 seconds, and fired like a detonator, possibly with a higher movement speed, but if it misses it will be wasted (maybe with slightly less cooldown). Similar to the shield, it would attach to a mech and heal them for a short time, functioning like a second heal beam that doesn't need to be aimed. It would still keep the function of repairing the tech as long as it is in range. It will also be usable on turrets.
And just so we're clear, it would NOT stack with the repair beam in any way. That goes for the self repair as well. It would just allow the tech to temporarily heal two mechs at once and that's it. This should prevent any exploits like dropping a turret in a duel and getting double heals.
Using it on an enemy will have the same effect as a vamp beam, but with shorter duration than using it on an ally. Again, it will not stack with the main beam. It will also not be possible to get kills with it, stopping at 1 health.
Whether the repair rate should be more, less, or the same as the regular one, or have different mechanics depending on if the mech is taking damage, I don't really know. That's a balance issue. I'm just throwing this concept out there to see what everyone thinks.
#3
Posted December 29 2013 - 09:30 AM
also, if you wanna change the tech somehow, then ask for a repair torch without lock on, with greater healing and humongous overheat. that would be good for short bursts of healing, which would be rather nicer than slow repairing.
 
#4
Posted December 29 2013 - 10:09 AM
 
					
					
I DON'T CARE
i want to tell you a true story , once upon a time everyone was a perfect pure NOOB ^_^
#6
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#8
Posted January 28 2014 - 02:47 PM
Oh and let me add this golden nugget. The healing is actually less effective than avg dmg by any mech in this game. Do a better job of hitting your target and it will go bye-bye. All mechs make hp go away, one makes it come back. Nothing to complain about here.
Edited by Kurzak06, January 28 2014 - 02:49 PM.
#9
Posted January 28 2014 - 05:20 PM
 Kurzak06, on January 28 2014 - 02:47 PM, said:
Kurzak06, on January 28 2014 - 02:47 PM, said:
Oh and let me add this golden nugget. The healing is actually less effective than avg dmg by any mech in this game. Do a better job of hitting your target and it will go bye-bye. All mechs make hp go away, one makes it come back. Nothing to complain about here.
 "If at first you do not succeed... reload"
 "If at first you do not succeed... reload"
#10
Posted January 29 2014 - 09:50 AM
Making it slower will make it harder for it to stick with faster mechs while repairing in combat. Actually why don't we tie repairing to fuel consumption? It works for the cloakers, why not the tech? And by making the tech a medium it'll have a larger hitbox as well.
Edited by Kurzak06, January 29 2014 - 09:55 AM.
#11
Posted January 31 2014 - 03:21 PM
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