Exeon, on January 25 2014 - 04:21 PM, said:
The technician as it stands is a god tier mech in TDM. Teams form up in death balls by default in TDM already and when they have a limitless better than the item repair charge(This is including extractor) who is mobile and goes with you anywhere, that stays at your back line of mechs whose only job is to heal up mechs(faster than A's and B's can repair) so they may join their teammates at the front line as the enemy team is slowly chipped away until they are low enough for their team to push and wipe all 6 enemy mechs. Some may escape but that is fine, they will get them after the next battle of attrition that they win by default because: Technician.
Why was the orange beam out of combat increased at all_ This promotes terribly boring play for the technician and both teams of players, assuming they each have 1 tech and know how to rotate mechs in/out.
Someone suggested to make a thread about this and I know i'm not the only one who dislikes this terrible new meta. I'd love to hear if there are any ideas to deal with this outside of nerfing their permanent green beam.
Quote
Why was the orange beam out of combat increased at all_ This promotes terribly boring play for the technician and both teams of players, assuming they each have 1 tech and know how to rotate mechs in/out.
As opposed to the amazing play illustrated by holding that repair button for "fifteen seconds" as xacious mentioned during the scrimmages Why don't you take another peek at the amount of hours of your life you spent holding the C key down it is listed in-game. You must be on the other side of the fence of just about everyone on that one. Guy likes to spend hours holding C panning view /shrug
- Repair Torch
- Increased reconstruction rate while target taking damage from 35 to 40
- Increased reconstruction rate while target not taking damage from 55 to 70
- Decreased reconstruction beam lock-on degrees from 75 to 60
- Amplification Ability
- Decreased reconstruction rate while target taking damage from 130 to 80
- Decreased reconstruction rate while target not taking damage from 150 to 140
Developer's Note: We wanted to increase the Technician's regular effectiveness but reduced beam stickiness to force the user to track their target a bit more. We also wanted to pull Amplification back a bit so that there is a better chance to out damage the repair rate in combat.
Green beam was balanced so that targets are easier to burst down during combat by a metric ton (there healing being reduced by a HUGE amount --> healing outside of combat otherwise known as kills your team could not secure, was increased, back to battle you go - no time to take in the scenery and paint your fingernails you are going back to combat
Quote
when they have a limitless better than the item repair charge
And grenade launchers have limitless better than he charges, or were you not going to tackle that issue because your logic confuses you too_
Technicians do how much healing in combat exactly in proportion to one enemy mechs dps. I want you to run the number of how small the healing amount is compared to what a single mech is capable of putting out. Your looking at a possible how much 120-200 dps per enemy mech, per single mech - when we look at the best possible circumstances on both ends, assuming not a single secondary weapons system in the game does splash damage. Players at the high tier are incapable of applying splash damage at all so we will ignore splash damage, because those numbers would blow your friggin mind in comparison and we have more learning to do here.
Lets talk about armor values, somewhere between 500 and 1000 on the heavy set members of our mech family.
Id like to mention A class mechs at the low end, now I'm done mentioning them because they died faster than this sentence was written. The A class mech died in 3 seconds flat, that is how long they took to die if items never existed and only 1 enemy mech was firing with 3, one second, with 6, you get the idea. The fat fatty mech didn't last all that much longer.
Lets say this mech is now being reconstructed, otherwise known as the vast majority of time that is not green beam time, silly me, why try they died in 4 seconds instead of 3. But wait folks technically
The technician
Effectively gave this mech 25 % more life, which means that in a scenario of multiple mechs focusing it, it would still die in a fraction of a second even if it could get that lump of health up front.
The time to kill is not all that bad for towering mechanical behemoths, Especially not with those wide load hitboxes that threw fps skills out the window, Aiming is the devil I agree, and man we got some juicy sized targets in this game. This is fortunate. But wait, this can't be correct, I feel like mechs typically can take a bit longer than that to kill. That is correct folks, mechs bob and weave like no other, there they will be out in plain open site for maybe a second, maybe more, maybe just a peak and a swift dodge to retreat after a fine alpha strike. Now although that occurs, much of the time, in "organized scrimmages" and play we see 2400 rated players appear out in the open for three seconds or more trying to lay down unholy fire, usually to some great success.
Now imagine a competitive scene where a group of players, can listen to a command, read and react to that command and fire upon a single target. The target was not low, it was not 8%, it was full life. That mech is now dead. You can tell me that is not very realistic there are varying factors, I mean after all there is a lot going on in a quick paced environment of texas sized juggernaut targets moving about completely in contrast - with gigantor nametags over their heads wondering around how could any human possibly be able to read or react to such a tense situation. Well I would think much like the thousands of professional competitive gamers before them who had half a second to react to given stimuli yet were able to accomplish their task, that they too pursuing a dream of perfecting the art and mastering a game would indeed be able to follow organized competitive play - to be able to hit the massive target in unison as to secure the kill, and go bang the prom queen.
I like that, instead of developing meta - time is spent bellyaching about a class that by the numbers is not the issue, the stigma, the whining, the give up attitude is the issue. After all why should anybody even try to coordinate, might as well just play co-op versus ai, otherwise known as the feat several times harder than playing the game because the talent within the ai is above the level of play shown at the highest tiers. If you can't deal with tech how on earth would you ever have a chance at what's coming next.
zero skill requirement techs, come on, Zero skill compared to what exactly, landing a secondary on a texas sized juggernaut towering robot_ What was the skill comparison_ It certainly wasn't focusing fire or the bare minimum basics you' would expect to see mastered in competitive play.
Any other ideas on the technician being magically different than other mechs other than a bit of armor per second which is laughable compared to the dps capabilities of mechs or the actual possibilities of competitive top tier play as opposed to the current state_
Edited by X3P0, January 26 2014 - 12:51 AM.