Crags healrate for structures
Laosh'Ra
Join Date: 2011-12-09 Member: 137232Members
<div class="IPBDescription">seems a bit too low</div>so they are healing 10 health/sec, which is fine for most life-forms. but having a few crags at a mature hive with it's 8800 effective health seems not really viable, considering the fast pace of the game and it feels the same way for most other structures.
i know we have gorges, but they should not be as mandatory after any kind of minor attack. imo it would be nice to see crags a bit more useful for bases, at least against lone rambo attacks.
so how about doubling their heal-rate for structures?
i know we have gorges, but they should not be as mandatory after any kind of minor attack. imo it would be nice to see crags a bit more useful for bases, at least against lone rambo attacks.
so how about doubling their heal-rate for structures?
Comments
IMO upping the heal rate pretty significantly would be nice, but in turn I would make it so that the crag healing does not stack so that you can't just sit in 3-5 crags and be invincible.
IMO upping the heal rate pretty significantly would be nice, but in turn I would make it so that the crag healing does not stack so that you can't just sit in 3-5 crags and be invincible.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah immortal crags would be annoying. Need a max heal rate I suppose, although I detest such hidden limits.
so if there is a stack-limit, i'd personally prefer it to be 1. this seems the most intuitive and it is consistent with the shade-cloaking also not stacking. i guess the shift should be adjusted in a similar way then, which would be a good time right now, as adrenaline is also being changed.
Also after the wasabicup do you guys/gals think the 45sec time for a harvester to go up ( without gorge help ) is just ridiculous, most of those games had the aliens sit on 1 to TOPS 3 res nodes, total res collected was allmost allways double for marines. something has to be done about harvesters they are killed very easily just look at how many games ended with aliens losing because of a res lock.
You are gonna have to draw the line somewhere though. I feel something like the crag will never really be able to be useful without limitations.
This is probably best. Crags cost more than armouries, and with a stacklimit of 1 would hopefully behave the same way.
EDIT: Though I wouldn't want 1 crag to heal up a damaged 50% hive to 100% in five min or so. It should require a bigger investment from the Khamm to be able to "forget" about keeping all hives topped. Sure, it's only 10 res to spawn one skulk as a gorge and tell him to heal up the hive, but that's 2 players working for a goal. Not just le trags healulzing on their leisure.
Just make it simple and have 0 stacking, but buff the chambers up and make them cheaper. It basically equates to good placement and no spam advantage.
It does cost res, the initial 15. Disregarding that, the heal is still there, so it oughta do something or do nothing, right now it just tickles your feet and blushes.
In fact, I think the heal rate is ridiculous to the point where you need at least 2 people to take them down (which is not nearly the case with cloaks or shifts). They easily outheal damage done by one marine which is just obscene for a single structure in my opinion.
Maybe something like the 1-second delay after taking damage to heal on MACs is in order.
In fact, I think the heal rate is ridiculous to the point where you need at least 2 people to take them down (which is not nearly the case with cloaks or shifts). They easily outheal damage done by one marine which is just obscene for a single structure in my opinion.
Maybe something like the 1-second delay after taking damage to heal on MACs is in order.<!--QuoteEnd--></div><!--QuoteEEnd-->
What you're talking about is a bug. Crags that are unkillable are bugs... they die just as easily as any other structure.
i have seen this bug occuring with 2 crags next to each other. crags have 1050 to 2100 effective health depending on their maturity and the healrate is 10/s per crag. this means they'd need 52.5 to 105 seconds to fully heal themselves up from ~0%, definately too slow to keep up with the dps of a rifle (not counting reload times, you'd need 7.7145s of constant bullet-fireing against a mature crag without it's passive healing and without weapon upgrades).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->They heal 50 per second for 8 seconds for only 3 res. I think that's reasonable. The passive healing isn't supposed to be anything special, if it was it would cost res.<!--QuoteEnd--></div><!--QuoteEEnd-->
i think the heal wave does actually NOT heal structures.
as for crags being limited to a certain density when placing them, this would still allow you to place them in a circular pattern around a hive, effectively healing it with multiple crags at once. balancing it around this abusive pattern seems like a very unintuitive mechanic to me.
It heals the hive at least. I've held down a hive before with 2 or 3 crags on heal wave from GLs etc. Unless it was recently changed, in which case i'd think that was a bug, it definitely heals structures.
well if you are putting enough crags down close enough to each other, of course they will out-heal gunners.... derp.... its not a bug, its a feature.
Don't be an idiot. Go try it. Sometimes a lone crag can outheal a shotgun - every time it goes to 0% health it jumps back up. Clearly bugged.
Thats why I wrote the distance should be healing radius x2. If this isn't enough add the length of a hive to it.
This is most intuitive and you can easily balance crags by having only one healing a target at a time.