Repair torch suggestion
#1
Posted January 15 2014 - 08:16 PM
How do you guys feel the repair torch is_ Should something be suggested_
This is my personal idea:
Have the repair torch ramp up and reward for being more accurate. Start the base healing at a low HP/s, but the more you stick to your target, the more it'll ramp to some cap. Along with this make it even less sticky, but this might not be nice for new players_ So if there's a break it'll decrease the healing bonus over time. I feel like the current orange beam is too strong at putting people back into combat after running away.
Now most players don't really like playing the tech because let's be honest. It's pretty boring to play, but any suggestions to rebalance or even make it more fun are great.
#2
Posted January 15 2014 - 08:38 PM
Dew, on April 04 2014 - 01:15 PM, said:
#4
Posted January 19 2014 - 01:16 PM
#5
Posted January 20 2014 - 01:25 PM
I'd prefer the beam not be changed to a 'heal-shot' mechanic based mostly on the amount of movement happening during a fight and somewhat on the type of play style that would encourage. I would hate seeing tech lobbing heals at a huge distance across the map.
As for deconstruction mode, I think it should not autolock at all and buff its heat generation to bring it in line with the other secondaries. If damage is increased, the health per second generated in this mode should be decreased to keep it in line with the current ratio.
#6
Posted January 21 2014 - 03:52 AM
- Remove it.
- Replace it with a bigger version of the Redox.
- Give the Technician the Seeker.
Edited by Duralumi, January 21 2014 - 03:53 AM.
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