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How to balance the tech!

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#1
Elite_is_salty

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#2EZ

 

Big problems are solved via small solutions- Ashraf (lolwtf)

 

 

The best option is to make the tech's healing less effective when the tech itself or the mate is taking damage. A 60% decrease for example. When it's not taking damage, it will work as usual.

 

Now, if you want to heal, sure, back off, cool down, prepare a small strategy, and jump back to war like a lion.

 

 

 

No More Death Balls !

 

They are caused by the major accessibility of healing sources. And the more you make them less overwhelmingly effective, the less the severity of deathballing.

 

 

#writeItDownBOI

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#2
MomOw

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A lot of thread about techies these days...

 

I agree with grollourdo, healing repairing mechs is useless.

 

let's sum up what's wrong with the tech in its actual state : 

- OP symbiosis with the incinerator

- too easy to use

- cause deathballs even more deadly

These are 3 different problems and there are many ways to solve them.

 

An idea came up : make the torch efficiency decrease if you hold the mouse button.

 

It's simple and it could some many of the issues stated above, the "green beam" providing full efficiency for a few seconds.

-> it deals with incin' / tech combo as continuous healing will be less efficient

-> it adds some skill (timing) to the techie playstyle

-> it limit the deathball stuff as it will limit continuous healing

 

here below an example :

- heal 2x actual HPS for the first 0.5s

- heal 1x actual HPS for the next 1.5s

- heal 1/2x actual HPS thereafter

add a cooldown of 3s to get full healing capability back

 

 

This.


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#3
Sylhiri

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A lot of thread about techies these days...

 

I guess people can no longer post on other people's threads and need to start an entirely new thread.


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#4
CounterlogicMan

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The tech, as well as brawler turret mode, already heal less when in combat versus out of combat. This applies to green beam as well. 

 

Mom0w's post has some interesting ideas. I think a lot of community ideas, that aren't just flaming techs/tech users, ultimately boil down to making the tech beam not as sticky/continuous or reducing effectiveness of healing in combat (which many forget is already a thing).


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#5
Dr_Freeze001

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Problem is that tech isn't OP. Simply reducing a number does nothing but make the tech worse, something which no one wants. What we're looking for is a way to make it more interesting to play as and against. Increase the skill/ learning curve needed to pilot tech, and give smart players better ways of fighting it. The repair rate is just fine, the problem lies in it's use.

 

By using MomOw's system the technician is very good when he just goes into battle (that way the techs still strong = tech player happy), but if an opponent simply stays away for 3 seconds and only then begins his attack then the tech is way less good (the thing that the non-tech players want = opponent happy!). That's a win-win situation I'm willing to accept, but NOPE to a straight up nerf.

 

That's the point to the 3 page long discussion, I don't see why you've made a whole new thread just for your opinion.


Edited by Dr_Freeze001, 26 March 2015 - 01:00 PM.

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#6
Brawler_Yukon

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NOPE to a straight up nerf.

But Mom0w's idea IS a straight up nerf, it makes the tech useful for 2 seconds, and then for 3 seconds after they can't heal the one guy who actually needs the heals, and are forced to heal other's who might not even need your attention. for .5 seconds it heals 15 heal points to the target, after, for 1.5, it heals 21, and every second after that it heals for 7 points of damage. the dps of the torch is only 15. their fix actually makes them worse off than if you had just decreased the healing rate in combat by 15%.


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#7
MomOw

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But Mom0w's idea IS a straight up nerf, it makes the tech useful for 2 seconds, and then for 3 seconds after they can't heal the one guy who actually needs the heals, and are forced to heal other's who might not even need your attention. for .5 seconds it heals 15 heal points to the target, after, for 1.5, it heals 21, and every second after that it heals for 7 points of damage. the dps of the torch is only 15. their fix actually makes them worse off than if you had just decreased the healing rate in combat by 15%.

 

If you do the math you'll see that the idea I posted lead to the same healing amount as the actual beam over 3s and yes afterward it's a nerf but you can still heal.


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#8
Brawler_Yukon

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If you do the math you'll see that the idea I posted lead to the same healing amount as the actual beam over 3s and yes afterward it's a nerf but you can still heal.

 

 

But it's not the same amount, with your idea the Tech heals 43 at three seconds, while as it stand, it heals 45, at six seconds 64 vs 90, at 9, 85 vs 135. For what the Tech is built for currently, making there a drop off for good healing nerfs the Tech's ability to be useful for those in need, and makes it only useful for those who don't have much damage, and sentences those with high damage to sit out of combat for longer thus making the Tech redundant.


Edited by Brawler_Yukon, 26 March 2015 - 01:38 PM.

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#9
MomOw

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If I've done the math correctly 0.5s*200%/s+3*0.5s*100%/s+2*0.5s*50%/s = 300% over 3s ... same as 3s*100%/s


Edited by MomOw, 26 March 2015 - 02:03 PM.

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#10
Brawler_Yukon

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If I've done the math correctly 0.5s*200%/s+3*0.5s*100%/s+2*0.5s*50%/s = 300% over 3s ... same as 3s*100%/s

I wouldn't know as that math is foreign to me, but .5 seconds at 200%, 1.5 at 100%, and every second after at 50%, with the base HPS as it stands now, of 15, then at 3 seconds would be 43. (15+21+7)

- heal 2x actual HPS for the first 0.5s

- heal 1x actual HPS for the next 1.5s

- heal 1/2x actual HPS thereafter


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