For all those who have contributed: Your collected ideas have been submitted and viewed by Flayra. Mission accomplished :) Thanks for all your feedback!
Ironhorse kindly asked to create a new thread to discuss the problems that still currently exists due to nanoshield and possible medspam.
Regarding nanospam + medspam.. its been raised many times. Ideas bounced around. Long subject open to many opinions. But the issue is known at least?
IF you guys compile a list of ideas of how to fix it besides simply removing it, in another thread, that'd be powerfully helpful and i can bring it to their attention for consideration?
Below I'll try to compile some ideas that other people suggested:
- Make it work only on structures. Implemented and tested in many games, it works well.
- Give it some hp, so it can only take 1 or 2 bites.
- More complicated things about making it covering only part of the body so it need some skill to use.
-nanoshielded marine cannot pick up medpacks.
turn medpacks into a heal over time
My idea was to have the mac be in the area in order to cast nanoshield, just like drifters needing to be around for enzyme. Casting abilities requiring a fragile, dumb, AI really seems to cut down on the frequency of use, availability and increase the commander skill ceiling requiring thinking ahead.
Of course they wouldnt be tied to robo factory anymore..
My personal favorite is:
- They heal over time and
- They have an area of effect
- We could change it so every direct attack hit(gas or poison not included) a marine or structure takes reduces the uptime of nanoshield by 0.5-1second...
- Make the timing based on the amount of armor the structures or marine has when getting nanoshield Link to post
How about Nano XOR Medpack?
Once your 'nanoed' you can no longer recieve medpacks/ammo from the commander until the nano runs out?
Medpacks only become a problem when combined with nanoshield, not the other way around. Remove nanoshield (or make it structure only) and woosh, problem solved. Medpack cost probably needs to be increased at some point, but that's an unrelated issue.
New Ability nanite boost (implementing both nanoshield and nanocon in a unified model) / bacterial injection Link to post
I think Nano-Shield should have a CD, not in casting it but in receiving it.
Instead of dealing with separate medpack and nanoshield, just combine the two of them together. You get healed for the duration of the shield, and you have more protection to survive. Link to post
(reached max number of quotes)Wheeee
rather than halve the damage done to nanoshielded structures or players, perhaps nanoshield should reduce damage done to armor by 50-75%. that way it doesn't overlap with medpacks, promotes the use of welders (nanoshielded marines without any armor die just as fast as un-shielded ones), and makes lerk gas and poison bite more valuable.hakenspit
Limit nano to marines who have exo but not JP's or vanilla marines on a sliding scale. Link to postEh?
Maybe if nanoshield for structures only was 2nd CC like infestation spikes are 2nd hive it would feel better