Item recharge time
#21
Posted November 19 2012 - 07:29 AM
I already brought this topic up a while ago http://community.pla...items/. People seem to think it'll just give the good players more of an advantage. Although they fail to think about how that good player may be on the losing team and be the only one doing anything, thus would actually balance the game out more....
Considering a good player can use their items, then continue to live and get many more kills, it leads me to believe that these good players are good not because of their items. Since the items aren't really contributing that much to their skill, allowing them to recharge the items isn't going to suddenly make good players ungodly OP.
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#22
Posted November 19 2012 - 03:25 PM
Edited by Ace4225, November 19 2012 - 04:29 PM.
#23
Posted November 19 2012 - 06:24 PM
Ace4225, on November 19 2012 - 03:25 PM, said:
So don't add it to DM. lol. Wow that was easy!
Or just add item drops, for example, if you kill someone that hadn't used their items yet, you can pick up their items if they correlate with what you have equipped. That would prevent you from getting new items from every kill, but still allow you to get new items some times.
Am I the only one that thinks outside the box_
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#24
Posted November 19 2012 - 07:28 PM
The only problem I have with that suggestion is that you'd be altering how items work for individual game modes... bad form.
Edited by Ace4225, November 19 2012 - 07:29 PM.
#25
Posted November 23 2012 - 11:09 AM
Edit: Oops, this is in CBE2 thread. I meant the CBE3 implementation of course.
Edited by Houruck, November 23 2012 - 11:46 AM.
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