Possible "medspam" solution

BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
edited October 2013 in Ideas and Suggestions
So I've been thinking, medpacks are supposed to be this thing that the commander drops to heal his soldiers when they're too far from an armory. That makes sense. But what they have also become is this thing that the commander can rain down upon one soldier, much to the dismay of the alien player who, quite possibly setup an ambush, and by all rights should have taken down that marine.

So here's my idea: what if instead of being instantly applied, marines had to pick up a med pack and use it. This would prevent marines from simply dancing around in the heat of battle and somehow getting healed at the same time. It would ensure that they could only heal once they have successfully held off an attack. It would take maybe a half second to a whole second to apply the medpack, and because it's now a bit more of an ordeal for the marine, a single medpack fully heals the marine. Of course, the cost of a med pack drop would need to be adjusted to compensate for the additional health (so... res cost of 3?).

As an alien player, as the game is right now, it's frustrating enough to have a MUCH more difficult time hitting a marine player because of their super quads (which I think I heard is getting nerfed next patch anyways...) WITHOUT the added frustration of them simply healing up AS THEY'RE SHOOTING YOU. Yea yea yea, sci fi... technology... science... etc. etc.

Now from the marine perspective, it just isn't very satisfying for me anymore. When I dance around the 1 or 2 skulks attacking me, being medded the whole time, it's just not as satisfying a victory anymore. In fact, more often than not, I feel like a dick who's taking advantage of an exploit in the game... I know technically I'm not, but again, it's just not a very satisfying victory.

So that's my proposed change.

Comments

  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited October 2013
    Medspam is a good thing, as without it marines could have an almost impossible time winning depending on the skill of the alien team. However I do think it needs to impact the marine tres economy, I've said it before, but I think meds should be 2tres each with no pickup delay. This lets the comm carry almost any marine in an engagement yes, but at such a cost to tres that getting any upgrades becomes much more difficult, which means the comm actually has to use a lot less meds and force some marines to fend for themselves in engagements. Also even simply topping off a marine becomes expensive.

    Also I'm not a fan of your bending over to pickup the medkit idea at all.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    Correct me if I'm wrong but a skulk can out damage medpack spam so I'd pass on this idea. I am definitely biased because I like to medspam if I feel the situation calls for it, and I don't find it infuriating when I'm fighting a medspammed marine. I wouldn't have a problem with meds healing over time rather than instantly though.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Yes skulks can out damage med spam if they land every bite with no delay between bites. Also even if you die as a skulk, totally worth if the comm spent 8 meds or something.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    medpacks don't feel as accurate

    Also who cares about medpacks, nanoshield is teh problem
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    * You can outdps medpack spam if you dont miss.
    * Medpack spam costs res. So basicly its no longer 0 res skulk vs 0 res marine. Its 0 res skulk vs lotsa res marine. That is called investing and we do it on both sides with all the upgrades. Its the point.
    * Any marine who is not 0 res but has equipment is worth res investment to keep alive in many cases.
    * medpacking requires some commander skill to reduce the needed medpacks. Tie this to manual pickup and you make a comms job more boring and a players job more busy. NOT paying attention as a player gets you killed.
    * IF a skulks can kill a marine who got medpackspammed, then reswise it is a huge victory.

    So no, atm its fine
  • xBlueXFoxxxBlueXFoxx Join Date: 2013-06-07 Member: 185497Members, Reinforced - Supporter
    edited October 2013
    1-1.5 sec additional cool down of how fast marines can pick them up one after another seems more practical, it would allow the comm to heal but not excessively to turn over fights.

    I too see the annoyance of med spamming, but I wouldn't say it's top priority of things to fix in this game.
  • _INTER__INTER_ Join Date: 2009-08-08 Member: 68392Members, NS2 Playtester, Reinforced - Shadow
    Its 0 res skulk vs lotsa res marine.
    Upgrades costs aswell. Skulk need to pickup upgrades to get a slight chance to carry out a successfull ambush
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Proper medding is a commander skill, and it shouldn't be hindered.

    (Although the true skill comes with the proper usage of nano and catpacks.)
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Proper medding is a commander skill, and it shouldn't be hindered.

    (Although the true skill comes with the proper usage of nano and catpacks.)
    I see far too little catpacks and nanoshield used in public games. they are a great thing when the com uses them....
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I've always disliked the 'insta-health, spam' nature of medpacks. A better approach would be to make them into an AOE ability that heals nearby marines over time.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    ScardyBob wrote: »
    I've always disliked the 'insta-health, spam' nature of medpacks. A better approach would be to make them into an AOE ability that heals nearby marines over time.

    I like this too!
  • B3rTB3rT Join Date: 2013-02-14 Member: 183058Members, Reinforced - Shadow
    _INTER_ wrote: »
    Its 0 res skulk vs lotsa res marine.
    Upgrades costs aswell. Skulk need to pickup upgrades to get a slight chance to carry out a successfull ambush

    skulk upgrades don't cost pres.
    and the tres costs are comparable with the tres cost of armor and weapon upgrades.
    ScardyBob wrote: »
    I've always disliked the 'insta-health, spam' nature of medpacks. A better approach would be to make them into an AOE ability that heals nearby marines over time.

    I like the idea. But it would be to close to the alien AOE heal. so to keep the differences I would stay at the medpacks we have now.
  • reeqlreeql Join Date: 2013-05-05 Member: 185125Members
    Change it to healing over time with no reuse to drop = everyone happy.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited October 2013
    i'd be happy if there was just a 'flicker' of red (e.g. same effect as nano shield but diff colour) when a medpack is picked up by a marine... if the medpacks are dropped directly on the marine it's just too hard to tell - especially as you can't see the floor as a skulk because you have to aim for the groin (because it's more painful and easier to hit when the marine jumps)
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
  • RedSwordRedSword Join Date: 2006-12-07 Member: 58947Members, Reinforced - Shadow, WC 2013 - Supporter
    There is already a 0.4 sec delay between using 2 medpacks. I don't see the point beside changing NS2's balance completely with an annoying behaviour.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    It's.already.been.solved.
    Stop trying to make my bloody job more dificult.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Ghosthree3 wrote: »
    Yes skulks can out damage med spam if they land every bite with no delay between bites. Also even if you die as a skulk, totally worth if the comm spent 8 meds or something.
    This is true, and to add to this just think - Meds don't heal armour. If a marine has no armour left, that's just 2 bites in a row to take all his HP. Don't see the issue here.
  • stibaerstibaer Join Date: 2013-07-25 Member: 186398Members
    Medpacks shouldnt heal instantly but over time. Maybe 2-3 seconds.
    On the other side one medpack will always give 100% hp. You dont have to drop 2-3 to get a marine to full health. Medpackdrop has also a bit of cooldown. It should help marines before or after a fight. To beef up a marine during a fightthere already are nanoshield and stimpack.
    Medpack is there to nurse him back to full hp without an armory nearby.
  • It's Super Effective!It's Super Effective! Join Date: 2012-08-28 Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    I would like to see an addition along side the regular medpack. Perhaps a "med box"? which is slightly more expensive AOE Heal over Time type drop. Much like how Mucus Membrane works, but for health. (Or BF3 Med Pack) It easier and a lot less stressful for the commander to just plop it down during a hive attack. It of course relies on marines dodging more effectively to get the benefit of it.

    There is still usefulness in a single medpack as it would be cheaper and more cost effective on a single marine, whereas this "med box" would be better for groups.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Medpack spam is a flaw in the game's design There have been solutions put forth to remove it without changing the mechanic, but until a developer with enough play time reaches a similar mindset, it will remain unchanged.
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