[195] change medpack "insta-heal" to "quickly regenerate"
Laosh'Ra
Join Date: 2011-12-09 Member: 137232Members
<div class="IPBDescription">to avoid theoretical invulnerability</div>well what bugs me is the following scenario:
the commander spawns a lot of medpacks which are now lying as a pile on the ground, a marine is instantly healed when hit so he could actually survive multiple attackers unless the commander runs out of ressources.
this was not much of a problem so far, because it seems difficult to drop the healthpack directly on marines (they often mentioned that issue as bug in "progress"). with this fixed, a skilled commander could keep a single marine alive for a very long time. in fact, he might survive longer if he is not moving as he will not miss out on any medpacks then.
i am aware that this is more or less a theoretical scenario and rarely happens in games, but you often see nano shielded marines surviving devastating attacks. at any rate i don't like the idea of a single marine being able to tear down a hive even with several skulks around trying to stop him.
now don't get me wrong, i like the commander support in general. i just feel like a single marine should not be able to tank 3-4 skulks at once and win.
to cut a long story short, i suggest changing the insta-healing of medpacks into a quick regeneration. even if you put it to 200 health per second, it will still allow aliens to tear down marines when they are highly outnumbered. to avoid consuming all medpacks at the same time, they would only be picked up if the threshold (the maximum value the marine will regenerate to) is lower than 100.
forgive me if this is already implemented, i rarely watch my health during close combat. i know that there is a smooth transition when your health goes up, but i don't know if this is part of the game mechanic or only visuals.
the commander spawns a lot of medpacks which are now lying as a pile on the ground, a marine is instantly healed when hit so he could actually survive multiple attackers unless the commander runs out of ressources.
this was not much of a problem so far, because it seems difficult to drop the healthpack directly on marines (they often mentioned that issue as bug in "progress"). with this fixed, a skilled commander could keep a single marine alive for a very long time. in fact, he might survive longer if he is not moving as he will not miss out on any medpacks then.
i am aware that this is more or less a theoretical scenario and rarely happens in games, but you often see nano shielded marines surviving devastating attacks. at any rate i don't like the idea of a single marine being able to tear down a hive even with several skulks around trying to stop him.
now don't get me wrong, i like the commander support in general. i just feel like a single marine should not be able to tank 3-4 skulks at once and win.
to cut a long story short, i suggest changing the insta-healing of medpacks into a quick regeneration. even if you put it to 200 health per second, it will still allow aliens to tear down marines when they are highly outnumbered. to avoid consuming all medpacks at the same time, they would only be picked up if the threshold (the maximum value the marine will regenerate to) is lower than 100.
forgive me if this is already implemented, i rarely watch my health during close combat. i know that there is a smooth transition when your health goes up, but i don't know if this is part of the game mechanic or only visuals.
Comments
Its just silly at the moment.
<b>1.</b> Assuming 200hp/s for a maximum of 50hp per medpack that's 0.25s to get full effect. For a marine on 10hp after 2 Skulk bites thats 0.45s with two medpacks to get to full hp. 200hp/s would then also act as a capped rate at which marines could gain hp from medpack spam. I guess this would work although without knowing the exact figures that's still 4 Skulk bites over 1 second (not sure on Skulk bite 'rate of fire'). How would this be affected by larger lifeforms which deal more damage per hit?
<b>2.</b> How about having the cost of medpacks increase if a certain number were spawned within a certain time limit (location restricted as well)? The main issue with this would not be setting the increased cost rate but the negative effect on team pushes since sustaining them would be that much harder (and maybe consequently increase the frequency of pushes being supported by Armouries).
<b>3.</b> Alternatively how about have diminishing heals for 2+ medpacks? I believe they currently heal for 50hp so you could have a progression akin to something like 50,50,33,22,14,10,10... for medpacks picked up within X number of seconds of the last (say 5 seconds?). So you still get the initial burst heal of the first two to get you to full hp with some effect, albeit reduced, from later medpacks.
<b>4.</b> This one is a bit out there but how about having the cost of medpacks/ammo increase as a side-effect with some building or research that is almost always built/researched mid-late game (the benefit of the building/research to severely outweigh the penalty of increase med/ammo packs). This way early game med/ammo is unaffected, where spamming doesn't happen too much anyway due to restricted early game resources, but due to increased cost later in the game spamming is prevented.
Truthfully I think the medpacks being given a rate of heal would be the best mechanic to implement since it entirely replaces the previous one. The latter suggestions just add to and complicate the mechanics of the game unnecessarily. Then again it's always best to think these things through properly :)
Maybe instead a cooldown of 3-5 seconds after picking up a medpack, before you can pick up the next one?
This is a commander skill, (it takes skill dropping meds like this)
It is expensive to do
and 9/ times out of 10 it has no real affect on game play dynamics
just like 3 gorges can swarm on an onos and keep it alive, a comander can use his res advantage to keep a Marine alive - no res advantage no med spam -
and considering Fades and spores can eisly negate this situation with instakill or spore spam
This is simply tactics
This is fine
thats due to a bug not allowing commanders to drop meds directly onto marines. i guess most coms are not aware of this being fixed but it is only a matter of time.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It is expensive to do<!--QuoteEnd--></div><!--QuoteEEnd-->
even if you spawn 20 medpacks, it is not expensive if it allows you to take down a hive.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->and 9/ times out of 10 it has no real affect on game play dynamics<!--QuoteEnd--></div><!--QuoteEEnd-->
yes its not a frequent issue. but that might change (see point 1) and it can be quite ridicolous whenever it occurs.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->just like 3 gorges can swarm on an onos and keep it alive<!--QuoteEnd--></div><!--QuoteEEnd-->
this costs 75+30+personal upgrades (and you'll need 3 hives and good teamplay), a long medpack spam is nowhere close to that. and here, you can kill the gorges first (grenades for example). how will you prevent a commander from spawning medpacks?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->and considering Fades and spores can eisly negate this situation with instakill or spore spam<!--QuoteEnd--></div><!--QuoteEEnd-->
spore helps yes, but a marine rarely ever stays in the cloud very long. as for fade, i dont think you can instakill a nanoshielded marine with 100 health. but sure it is much more realistic to kill a marine like this. what i am concered about is the skulks anyway.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This is simply tactics<!--QuoteEnd--></div><!--QuoteEEnd-->
i think of this more as micromanagement than a general tactic. granted, you need to do it at the right place at the right time. but i think it is more depending on reaction/aiming than strategic skill.
also, this is not about removing medpacks from the game. it is about preventing possible abuses.
Only way i can see this happen is if idot A and B are best friends and always do thing together /Witch Idiot A is the commander, Thats spending all resources for his friend and not for the rest off the team ,,
I`m not saying u are wrong , But i dont think this will be an gamebreaking taktik thats gonna make marines having a no lose thingy to win a game .
i dubt its gonna be a problem .
sry for my bad English . Regard from swe
However, they're VERY useful and effective for healing when very low and for removing parasites.
I think they're fine the way they are since they equate to "skill shots" for the commander.