Item recharge time
#1
Posted November 15 2012 - 01:40 AM
turrets get destroyed after a 2nd one gets spawned.
#2
Posted November 15 2012 - 01:58 AM
#3
Posted November 15 2012 - 03:55 AM
Urvanis, on November 15 2012 - 01:58 AM, said:
Hah, figured I was the only one desperate to do that. I do have to say it'd just make a player like me from a skilled monster to a skilled OP SOB.
#4
Posted November 15 2012 - 04:31 AM
Another time I was glad when I died: FREE STUFF!
I think recharge is not neccessariliy a good idea (especialy when the previous ones are still in use). The items are the compensation rewards for the weaker team. So if the dominating team would recharge them, they would get an even greater advantage.
#5
Posted November 15 2012 - 04:50 AM
#6
Posted November 15 2012 - 04:59 AM
#7
Posted November 15 2012 - 06:45 AM
Houruck, on November 15 2012 - 04:31 AM, said:
Another time I was glad when I died: FREE STUFF!
I think recharge is not neccessariliy a good idea (especialy when the previous ones are still in use). The items are the compensation rewards for the weaker team. So if the dominating team would recharge them, they would get an even greater advantage.
Yep, what he said. Stopped caring as much about my K/D ratio and just dying so I could have more items. NOMNOM MORE!
Seriously suicidal scrapheap operator
#8
Posted November 15 2012 - 06:52 AM
Houruck, on November 15 2012 - 04:31 AM, said:
Another time I was glad when I died: FREE STUFF!
I think recharge is not neccessariliy a good idea (especialy when the previous ones are still in use). The items are the compensation rewards for the weaker team. So if the dominating team would recharge them, they would get an even greater advantage.
You make a good point, I use my actives as aces. Something to use when I'm in a bind. Not for the hell of it. And I don't get in a bind too often, so if they recharged, I'd seldom ever die. So I agree, its better the way it is now.
Edited by Urvanis, November 15 2012 - 06:52 AM.
#9
Posted November 15 2012 - 08:12 AM
http://community.pla...eas/#entry93038
Edited by Ace4225, November 15 2012 - 08:13 AM.
#10
Posted November 15 2012 - 08:12 AM
K/D doesn't matter beyond epeening (unless you're dying excessively), and if you really feel you need more items, you can just suicide or get yourself killed.
And if you do want to play the K/D metagame, then item usage takes on a whole new outlook, because you have to be smart. You have to figure those moments when you really need them, and not just any panic moment.
[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'
#11
Posted November 15 2012 - 11:01 PM
#12
Posted November 17 2012 - 10:47 PM
Stummer_Schrei, on November 15 2012 - 01:40 AM, said:
turrets get destroyed after a 2nd one gets spawned.
I agree. I often go 5+ kills and use my items up. I wish there was a way for me to refresh my items after use. Even if it is a long timer it would be great. I have gone many matches with just 2 or 3 deaths and I had to do it with no more HE Grenades or Healing Charges.
#13
Posted November 18 2012 - 02:45 AM
Automatic is bad, even with those time limits.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#14
Posted November 18 2012 - 03:01 AM
#15
Posted November 18 2012 - 02:58 PM
Still, I like the idea that we could somehow replenish items without having to die. It just needs to be competitive...
Perhaps there could just be random item drops on map for players to pick up. Or, there could be lighter versions of the items that you could carry more of...
I.E. :
Heavy MG turret -
8 damage / round
limit: 1
Med MG turret -
5 damage / round
limit: 2
Light MG turret -
2 damage / round
limit: 3
short-range portable radar
range: 250m
limit: 2
med-range portable radar
range: 500m
limit: 1
etc
EDIT: corrected wording a little
Edited by Ace4225, November 18 2012 - 03:21 PM.
#16
Posted November 18 2012 - 03:11 PM
Ace4225, on November 18 2012 - 02:58 PM, said:
Still, I like the idea that we could somehow replenish items without having to die. It just needs to be competitive...
Perhaps there could just be random item drops on map for players to pick up. Or, there could be lighter versions of the items that you could carry more of...
I.E. :
Heavy MG turret -
8 DPS / round
limit: 1
Med MG turret -
5 DPS / round
limit: 2
Light MG turret -
2 DPS / round
limit: 3
short-range portable radar
range: 250m
limit: 2
med-range portable radar
range: 500m
limit: 1
etc
[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'
#18
Posted November 18 2012 - 03:23 PM
Ace4225, on November 18 2012 - 03:15 PM, said:
those stats were only conceptual; obviously not planned for use.
So having a 8 DPS / round item means you'd have something that fires a single 8 damage round every second. That, of course, works out to 8 DPS, which as you may imagine, is less than effective.
The numbers aren't exactly known, but the standard MG turret in the game does a minimal DPS of 80, just to give you a point of reference.
Hope this helps.
[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'
#20
Posted November 18 2012 - 03:39 PM
In most cases it seems superfluous, making variants are unneeded.
However, I have discussed the idea of having item drops located around the map with Beemann a few times.
Never really got into details, but I'm not opposed to it (presuming it was done right of course, which of course, is in the details which I haven't given much thought at this moment in time).
[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'
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