I'm proposing either an alternate secondary, re-work, or G2 weapon for the Tech by introducing an EOC variant for it.
This EOC (we'll nickname it the EOC Tech or 'EOCT') would function much the same as the current EOCR with a maximum 6 puck burst and can be considered to be "microbots" that repair the ally if you're concerned about the lore side of things.
- when fired upon allies, the pucks will heal the same amount EOCR pucks do damage (variable for balance of course)
- alternatively, they could grant health regen for a short period of time with a maximum number of pucks being deployed at one time
- when fired upon enemies, the pucks will do damage similar to the EOCR pucks
- when fired onto surfaces, the pucks will heal allies/damage enemies on contact with a damage/heal reduction like the EOCR has for indirect hits
- ?alternatively, a separate heal/damage mode for pucks just as helix has right now
- pucks will disappear after a short time just as EOCR pucks do
I believe this will create a higher skill ceiling for technicians by removing the no-aim helix beam and make the tech more versatile.
- the tech now has to aim and hit moving friendly targets
- the tech can now heal from range, although the current range of helix torch appears to be the most effective range for an EOCT to heal from due to accuracy and projectile travel time
- the tech has more strategic importance by leading a team push by placing pucks on the ground, this will create favourable fighting areas for their team akin to mini-health orbs to walk over, and the same area denial that EOCR already grants
- in regards to complaints about green beaming, the tech's ability will still work by enhancing amount healed, but the aim required to hit all 6 pucks and the EOCT reload time will make it more balanced
I've tested this a small amount by making friendly fire heal at .8x and 1x effectiveness and using the current EOCR to do so.
Current complications:
- the tech would has no way to heal itself at the same time like helix does
- this could be offset with a larger health pool to encourage the tech to play smarter, or to make the pucks heal the tech simultaneously
- using EOCR as a test, there is splash damage to the 'tech' when healing in close range
- using EOCR as a test, pucks placed on the surface do not explode/heal on contact
- having an EOCT as secondary on a tech may be awkward due to having to hold down the RMB
- having pucks placed on the ground and both damaging/healing gives benefit to the Tech's team no matter who steps on them, this encourages spam
- I had considered if they were heal only, no matter if it were an ally or enemy, but this would be far too difficult to aim and leaves the tech even more defenseless and create griefing opportunities
- to counter this, alternate firing modes for heal/damage could be employed similar to the current helix as suggested to me by Lioot
Edited by Kuroken, 27 May 2015 - 06:54 AM.