14 April 2016 - 14:09 EDT
(Released) Medpack Feedback
14 April 2016 - 16:52 EDT
it's dumpster
asdfg
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15 April 2016 - 03:35 EDT
Gr8 feedback m8. 8/8
15 April 2016 - 04:36 EDT
Keep the HoT when health reaches 100.
The way it is right now marine commanders already need to compensate by medding an engagement earlier, which is again punished by the fact that you don't even get the HoT and 25hp just went to waste.
Also, completely unrelated: It's not been in before, but can commanders (and specs) get visual cue about medpack cooldowns on a marine? A simple red dot next to the health bar - anything stupid & simple, really; that'd make transitioning to the new cooldowns a bit easier. Especially if you still plan to make adjustments to those numbers in the future.
The way it is right now marine commanders already need to compensate by medding an engagement earlier, which is again punished by the fact that you don't even get the HoT and 25hp just went to waste.
Also, completely unrelated: It's not been in before, but can commanders (and specs) get visual cue about medpack cooldowns on a marine? A simple red dot next to the health bar - anything stupid & simple, really; that'd make transitioning to the new cooldowns a bit easier. Especially if you still plan to make adjustments to those numbers in the future.
15 April 2016 - 22:11 EDT
-1
More in depth why i think:
http://forums.unknownworlds.com/discussion/141681/increasing-the-skill-ceiling-of-the-marine-commander
Tldr:
There better ways in my opinion to weaken medspam. This change lowers how good a commander can become as meds are less effective in fights.
More in depth why i think:
http://forums.unknownworlds.com/discussion/141681/increasing-the-skill-ceiling-of-the-marine-commander
Tldr:
There better ways in my opinion to weaken medspam. This change lowers how good a commander can become as meds are less effective in fights.
Kash
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15 April 2016 - 22:33 EDT
I think the medpack changes are a good idea... but they are a little too harsh (for now at least, I'm sure other changes that follow will likely help out in some way, but as it stands right now, the nerf feels like too much of a nerf)
I think the initial heal should be 35 - 40hp and the HoT be 10 - 15hp.
I think the initial heal should be 35 - 40hp and the HoT be 10 - 15hp.
"Out with the gorge, into the ready room" F4 - iSay
16 April 2016 - 08:01 EDT
As I understand it, the idea was also to combat lerk poison - however, if you reach 100 hp for the marine, and the poison is still active, it will require yet another medpack to top the marine off, costing even more medpacks and not really making a change that way.
I'm afraid its exploitable at the start of combat, but maybe have the DoT stop once the marine is topped off to top health? :)
I'm afraid its exploitable at the start of combat, but maybe have the DoT stop once the marine is topped off to top health? :)
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
16 April 2016 - 10:26 EDT
This completely changes dynamics of fights. Every single bite/swipe/gorge and all attack timers and reload timer is balanced around meds being the way they were. Now it's an impossibility to win a fight vs a lifeform in several cases. If meds were like this from the beginning of NS2, then aliens likely would have wound up with slower attack speeds across the board.
If I have 35hp/0ap, and a fade turns the corner as my commander is getting me in view, and I have a full shotgun... I'm fucking dead now, where I used to have the chance to get one shot in and dodge the 2nd swipe. This is more than an economy change.
If you want this change to be an economy hit, try leaving meds at 25/25, but allow an upgrade at the arms lab or comm chair to go back to 50/0. This way you can manage the economy hit and possible add some variation in build order for freshness. The change makes some better sense early on in the game, but it lets marines get raped way to hard starting around fade timing. Not that lerks don't rape now too.
Meds are just such a bedrock of combat balance that shouldn't be fucked with.
If I have 35hp/0ap, and a fade turns the corner as my commander is getting me in view, and I have a full shotgun... I'm fucking dead now, where I used to have the chance to get one shot in and dodge the 2nd swipe. This is more than an economy change.
If you want this change to be an economy hit, try leaving meds at 25/25, but allow an upgrade at the arms lab or comm chair to go back to 50/0. This way you can manage the economy hit and possible add some variation in build order for freshness. The change makes some better sense early on in the game, but it lets marines get raped way to hard starting around fade timing. Not that lerks don't rape now too.
Meds are just such a bedrock of combat balance that shouldn't be fucked with.
16 April 2016 - 10:36 EDT
We're going to go ahead and sink this thread. We've heard the feedback, we've discussed it and we've come to a decision about it. If you have further feedback on the medpacks please feel free to start a new thread.
Kappa.
Kappa.
rantology
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16 April 2016 - 11:03 EDT
Thanks frozen, juggling a couple of options right now for the meds- We do plan to make some further adjustments for them. Adding an upgrade for them would actually be quite interesting I think, it would definitely diversify some tech paths.
16 April 2016 - 14:40 EDT
wut
16 April 2016 - 15:25 EDT
16 April 2016 - 16:29 EDT
That has nothing to do with the medpack change?
Keep shit on topic, Mendasp.
Keep shit on topic, Mendasp.
16 April 2016 - 16:52 EDT
This completely changes dynamics of fights. Every single bite/swipe/gorge and all attack timers and reload timer is balanced around meds being the way they were. Now it's an impossibility to win a fight vs a lifeform in several cases. If meds were like this from the beginning of NS2, then aliens likely would have wound up with slower attack speeds across the board.
If I have 35hp/0ap, and a fade turns the corner as my commander is getting me in view, and I have a full shotgun... I'm fucking dead now, where I used to have the chance to get one shot in and dodge the 2nd swipe. This is more than an economy change.
If you want this change to be an economy hit, try leaving meds at 25/25, but allow an upgrade at the arms lab or comm chair to go back to 50/0. This way you can manage the economy hit and possible add some variation in build order for freshness. The change makes some better sense early on in the game, but it lets marines get raped way to hard starting around fade timing. Not that lerks don't rape now too.
Meds are just such a bedrock of combat balance that shouldn't be fucked with.
+1, also has buffed my face sitting lerk r8 0/8, marine commander can no longer out med my damage pls nerf
17 April 2016 - 07:18 EDT
seems fine to me , had no issues with the current status even with the ping
17 April 2016 - 15:00 EDT
The instant value is to low.
I have no issue to see the dot as a comm, but right now its not worth it to med most engagements if its a 1vs1. Weapons do not play a factor.
If that fade gets hits in, it will outdps any medpack.
I have no issue to see the dot as a comm, but right now its not worth it to med most engagements if its a 1vs1. Weapons do not play a factor.
If that fade gets hits in, it will outdps any medpack.