Tecnician nerf
#1
Posted August 25 2013 - 03:15 AM
Fingers crossed it gets nerfed to hell anyway.
#2
Posted August 25 2013 - 03:39 AM
"Things change ... thank god, otherwise we would still hunt animals to survive and forge weapons of stone."
- FakeName
#3
Posted August 25 2013 - 03:45 AM
#4
Posted August 25 2013 - 03:47 AM
1) overheat quicker when using the healing tool
2) X seconds shaved off the major ability cool down period.
It would be nice to see the tech used sporadically (tactically) throughout a match at opportune moments, rather than the way it is now - permanently topping up a players health while dancing in the background.
Just my thoughts on the oft-discussed 'nerf the tech' disco drama.
#5
Posted August 25 2013 - 04:13 AM
Un3thical, on August 25 2013 - 03:15 AM, said:
Fingers crossed it gets nerfed to hell anyway.
#6
Posted August 25 2013 - 05:11 AM
Just my two cents!
#7
Posted August 25 2013 - 05:49 AM
#8
Posted August 25 2013 - 06:10 AM
However, their ez mode tracking beam is a little too easy to use IMO. Maybe reduce the leash range of it_
#9
Posted August 25 2013 - 06:17 AM
Siamenis, on August 25 2013 - 03:45 AM, said:
Yes that's the sense. Tech shall decide between healing and damaging enemies.
"Things change ... thank god, otherwise we would still hunt animals to survive and forge weapons of stone."
- FakeName
#10
Posted August 25 2013 - 06:20 AM
SethStaples, on August 25 2013 - 05:49 AM, said:
They are not quishier then any other a-mech, and with the selfheal they are often a lot tougher then a-mechs. It is a low-skill, no-aim mech that dumbifies strategic play to "kill the tech first".
And it would be so easy to fix, just take the selfheal away and replace its beam with a weapon that shoots little healing orbs. When the orb sticks to a friend, it starts healing them, if the orb misses thats too bad, but misses don't do anything (unless you are an eoc user ofc).
#11
Posted August 25 2013 - 06:49 AM
Edited by Wasabi_Wei, August 25 2013 - 06:53 AM.
Just Saying: "If an officer of the law expects to be treated as such, then they had better act as one and uphold our laws and Rights in the pursuit of Justice."
#12
Posted August 25 2013 - 07:07 AM
Wasabi_Wei, on August 25 2013 - 06:49 AM, said:
If skillshot heals were impossible and unfun, then skillshot damage would also have to be impossible and unfun.
Did you know there's a class in Firefall dedicated to being a healer, and it has nothing but skillshot heals_
It's actually one of Firefalls funnest classes to play, and it's fairly easy to use (with great potential for skill growth).
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#13
Posted August 25 2013 - 07:21 AM
Seron16, on August 25 2013 - 05:11 AM, said:
Just my two cents!
^^ ^_^/
Previously known as §îlvër-§érpênt
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#15
Posted August 25 2013 - 07:44 AM
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#16
Posted August 25 2013 - 07:54 AM
Any mech + Tech = Any mech + Any mech ~ 2 = 2.
Edited by TheVulong, August 25 2013 - 07:55 AM.
#17
Posted August 25 2013 - 07:59 AM
#18
Posted August 25 2013 - 08:04 AM
TheVulong, on August 25 2013 - 07:54 AM, said:
Any mech + Tech = Any mech + Any mech ~ 2 = 2.
And if that equation about 2 mechs would be true, Techs wouldn't have any impact in the outcome of battles. But they do.
#19
Posted August 25 2013 - 08:07 AM
TheVulong, on August 25 2013 - 07:54 AM, said:
Any mech + Tech = Any mech + Any mech ~ 2 = 2.
And that would be why the deathball meta is so popular.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#20
Posted August 25 2013 - 08:35 AM
Quote
Quote
My point here is that the mech itself is not the problem, people with poor tactical thinking are.
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