Crags healrate for structures

Laosh'RaLaosh'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?

Comments

  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited September 2012
    It is very low. Veeeery low. The only reason I ever place crags is for their Heal Wave ability... because it actually heals ;P

    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.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->I'd prefer it was buffed but at least stacked up to 2. I like the idea of a payout for investing a little extra res in an area.<!--colorc--></span><!--/colorc-->
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1978724:date=Sep 16 2012, 05:10 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Sep 16 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1978724"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is very low. Veeeery low. The only reason I ever place crags is for their Heal Wave ability... because it actually heals ;P

    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.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    you guys got a good point, but it might be difficult to communicate that to the players. maybe it could have a soft drop-off similar to the gorge-healspray? then again, that seems even harder to figure out especially since you are not monitoring this as much as a gorge on the field would...

    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.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    I agree they are kinda useless right now, veeeryyy slow might work good for a skulk, gorge,lerk and fade but it really shows once ur a onos or have it near a hive.

    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.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    You can't always communicate every detail of game mechanics to players unfortunately. I think the best you can do is to put this information in the tooltip for the structure (since there isn't much there to begin with).

    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.
  • koewikoewi Join Date: 2007-08-25 Member: 61984Members, Reinforced - Shadow
    what about a percentage healing per crag at a maximum of 3 cracks healing 1 target?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I'd rather see solo Crags buffed, massed Crags nerfed, and if this causes crags to become invulnerable, make it so Crags can only heal the armor of themselves and other Crags.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1978738:date=Sep 16 2012, 05:31 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Sep 16 2012, 05:31 PM) <a href="index.php?act=findpost&pid=1978738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is probably best. Crags cost more than armouries, and with a stacklimit of 1 would hopefully behave the same way.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    More intuitive: Crags are not placeable in the heal radius (x2) of another crag. Than you can buff the passive healing for balance.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Or just the inability to place within the same range as another crag, or stack would be fine. For simplicity sakes.
  • JowJow Join Date: 2011-06-23 Member: 106032Members
    There's already a system in place that nerds multiple crag healing I thought?
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    edited September 2012
    Without elaborate fixes I'd say it's safe to just double crag structure healing rate - it still won't be anywhere near stackablity-to-invinsibility. It's just really bad right now.

    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.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Stacking in this game is bad. As we have seen from ARC etc talking about how quick clan matches are, the last thing you need is people going MMM AHHH ???

    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.
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    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.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=1979647:date=Sep 18 2012, 07:46 PM:name=Oprah)--><div class='quotetop'>QUOTE (Oprah @ Sep 18 2012, 07:46 PM) <a href="index.php?act=findpost&pid=1979647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The passive healing isn't supposed to be anything special, if it was it would cost res.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited September 2012
    I find crags extremely useful actually, especially for later-game sieges where they can provide a significant "defense" by aiding fades, whips, hydras, gorges to maintain a position.

    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.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=1979800:date=Sep 18 2012, 03:04 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Sep 18 2012, 03:04 PM) <a href="index.php?act=findpost&pid=1979800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I find crags extremely useful actually, especially for later-game sieges where they can provide a significant "defense" by aiding fades, whips, hydras, gorges to maintain a position.

    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.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    Really? My impression has been that a crag heals itself faster than you can do damage with any weapon. Maybe I'm wrong; I apologize if that's the case. I'm pretty sure from playing the game that I've never been able to out-damage crags alone though, even single ones..
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Yeah its a bug. The crag itself seems to be immortal sometimes, while the structures around it die easy enough.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited September 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Really? My impression has been that a crag heals itself faster than you can do damage with any weapon.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    <!--quoteo(post=1979879:date=Sep 18 2012, 05:07 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Sep 18 2012, 05:07 PM) <a href="index.php?act=findpost&pid=1979879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think the heal wave does actually NOT heal structures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    <!--quoteo(post=1979801:date=Sep 19 2012, 08:05 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Sep 19 2012, 08:05 AM) <a href="index.php?act=findpost&pid=1979801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What you're talking about is a bug. Crags that are unkillable are bugs... they die just as easily as any other structure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1979997:date=Sep 18 2012, 10:00 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Sep 18 2012, 10:00 PM) <a href="index.php?act=findpost&pid=1979997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1979879:date=Sep 19 2012, 02:07 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Sep 19 2012, 02:07 AM) <a href="index.php?act=findpost&pid=1979879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
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