The Medpack Spam Issue From Beta Discussion

THAUTHAU Join Date: 2003-01-21 Member: 12551Members
Seems like a very contested issue in the beta forums - but most agree there is a potential problem depending on the situation.


What if medpacks provide a temporary Regeneration (similar to the alien upgrade) to marines? For say 10-30 seconds it provides marines with 10 health points every second. This means it's pointless to spam medpacks as their effect is gradual and they wont stack, but the effect of one medpack can be much greater in the long run. It won't necessarily save him from 3 skulks attacking as he walks over a carpet of medpacks - but if he decides to retreat he will regenerate to full health.

Suits the whole purpose of a healing, it's not an instant effect, it happens over time. The 'healing nanites' in the manual/background story also take time to repair... There is no such thing as Instant cure! Also raises the effect of the medpack to a total of 100 to 300 health points (depending on max time..) which is not bad for 2 res points. Provide a visual flashing 'hospital cross' when the marine is under the effect of the medpacks healing so he knows.

Also increases the choice to a damaged marine. He can stay and fight risking death through the slow regeneration, or he can pull back for a few seconds to heal fully then return to the battle safe in the knowledge that the 'health nanites' will provide him a boost until they run out.

Only food for thought - but there won't be many that disagree that it has to be altered somehow.


Provide your own suggestions too - this is really a community issue. Needs feedback from all!

Comments

  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    But still...aliens with 8 DCs and a hive can regen 100 hp per tick. sure the aliens have to spend money, but so does the commander when he med spams. I say make the effects stackable, that way med spamming can still have effect, but it would be weaker than the medpack spam of 1.04.
  • EzekielEzekiel Join Date: 2002-11-01 Member: 3006Members
    edited June 2003
    Sounds good

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also raises the effect of the medpack to a total of 100 to 300 health points (depending on max time..) which is not bad for 2 res points.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Could you explain what you mean by this, have the marine health go upto 300? or .....?
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    Yes i was toying up the idea of stackable... the other option is to increase the cost of medpacks to maybe 4 and they do 20 healing points per second? Can all be decided with tweaking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Ezekiel - I meant there is the Potential for the medpack to heal 300 (well.. seconds X hp per sec) points over its lifetime of effect as the marine may not be on 100 health at any point (under constant attack).
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    I seriously doubt that Flay is going to change medpack spam whatsoever. In one of the discussions on the beta forums he stated something like 'Medspam is staying in, as it is a comm skill.'
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    It would be highly unfortunate if that is the case [A]pe.


    The real skill with medpacks is hitting a Jetpacker flying accross the room - Feel a sense of pride when you do that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Blanketting an area with medpacks only takes a few resources and a hotkey. Doesn't promote variable tactics on the marine side either. The choice for Marines with gradual healing:

    a) Stay and fight risking death on low health.
    b) Retreat a little and regenerate to full health before I enter the melee again.

    Would promote the forward marines to cover their healing comrades.
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    I disagree with the concept of medspam, it helps support things like the lone HMG/JP'er flying around the hive on his own, and other such rambo activities. IMO it should have some kind of prerequisite, perhaps obs and its own research thing in the obs, so that the comms that healthspam are punished with diminished res.
  • bertbert Join Date: 2003-02-11 Member: 13433Members
    one way of dissuading people from medspaming while still making it a possibility (ie for the lone jper) is to make the cost of a medpack greater based on the number of medpacks currently on the ground. for example, if 0 medpacks were dropped, the medpack price would be, as usual, just 2 res. but for every medpack in addition to that, the it would cost an additional 2. this would be based solely on the number of UNUSED medpacks so like a pile of medpacks would be very costly...


    i dunno...
    i haven't posted in a while, gotta do something... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    <!--QuoteBegin--nojmaster+Jun 23 2003, 07:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nojmaster @ Jun 23 2003, 07:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it should have some kind of prerequisite, perhaps obs and its own research thing in the obs, so that the comms that healthspam are punished with diminished res.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    A medpack research prerequisite was tested in 1.1, and removed due to the fact that there was no reason NOT to invest in it (research cost was like 15 res or something). Every comm would get the medpack upgrade ASAP, so Flayra removed it.

    Comms that medspam ARE punished with diminished res. Is it really worth spending 30+ res on healing a marine if he ends up dying within 10 seconds anyway? Personally I don't think it's that much of a problem. If the marines can afford to literally cover the floor in medpacks, it's a failure on the aliens part for letting them get so many res points in the first place.

    Res denial seems to play a big part in 1.1 (according to the reports in the beta forums anyway), so perhaps you should keep this in mind and focus on this in preparation for 1.1.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    gg, this will just get phased to S&I ... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I'd rather this discussion about the ramifications of the game's creator considering medpack spam not an exploit. Comprox said it very well in the beta forum, that just leaning on a hotkey isn't a measure of commander skill, he could have done that at age 4.
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    edited June 2003
    Well we were told to discuss things from the Beta Forum in general discussion, so sorry if it's in the wrong place...

    The Vets and PTs think it's a problem and from playing since the day 1.0 was released, I've found the way medpacks work not very tactical (compared to alien methods) or skillful. Medpack spam in certain instances can create a real problem. Savant pointed out that it can really hurt the aliens in 1.1 if one marine (or a squad) takes out an alien res node early in the game with the help of medpack spam. They could throw their whole team at the marines - yet get nowhere and lose that node...

    And marines effectively get a lot of the Res spent on medpacks back just from res for kills...
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    i say,

    if you have the res........
  • The_HowlerThe_Howler Join Date: 2002-11-01 Member: 2497Members
    Actually, most don't agree it's a problem. I don't recall having ever heard a Vet saying he or she wishes 'med spamming' was taken out. I'm sure there's a few out there who are against it, but by and large, most Vets are happy with the current medpack situation.
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    Ok Howler - maybe it's not an extreme issue, just seemed the way when I read about it. Has always been a very irritating issue in NS since day 1 however.

    Do you think it can be exploited though to lockdown the Aliens easily - starving them of res? Considering Res for Kills gives a lot of the res back used in medpack spamming.


    We are all just after a balanced Natural-Selection with a LOT more emphasis on tactics and strategy. Medpacks have always seemed too easy and nothing in 1.1 has appeared to change that, with res for kills even making them more lucrative. My suggestion was only for increasing their tactical usage. Some disadvantages, but over the long term a nicer bonus. Giving the marine some choices and not forcing the aliens to give up because of it.


    Seen people go psycho over med spamming and just quit the game.... The less things that irritate the better for the life of a game.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    You spam you lose res. I hate being called a spammer when I've only missed one medpack the whole time. Yep, I've layed down 12 medpacks during battle and only one gets unused and some poor sport calls me a medspammer. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    It costs res for medpacks people! It ain't free, but kill for res somewhat changes all that in that the wasted medpacks can be redeemed in killed skulks. And Grendel made a good point in that if a medpack supported marine gets killed his value is also wasted cause you spend 20 res in keeping him alive. It's just like dying with a shotgun or HMG.

    Anyway, I like how medpacks are now. It shouldn't be like regeneration or otherwise it would end up being solely a post-pre battle thing. Medpacks is the closest thing a commander has to "micromanagement" in this game.
  • The_HowlerThe_Howler Join Date: 2002-11-01 Member: 2497Members
    Actually, no, I really don't see 'med spamming' as a problem. The way I see it, if the commander wastes 15 to 20 res's keeping a marine alive, then I've more than done my job as a skulk. That's like taking down a guy in Heavy Armor all by my lonesome. Sure, I don't get to have the satisfaction of seeing my name light up as killing the guy, but I've done quite a lot for the team considering my death only gave the marines 1 - 3 resources back. If commanders have the ability to spam medpacks over and over again for every battle happening on the map, then the problem is that the marines are having too easy of a time getting resources.

    As a side note, the reason many of us think of this as a commander skill is because we are differentiating between senseless med spamming and constantly keeping your marines at full health one health pack at a time. I agree, given enough resources, any commander can just slam the hotkey and drop health packs all over his marines. But as I said above, does this really work out in the marines favor (15 to 20 resources for a mere skulk kill)? On the flip side, a commander that only uses a couple of medpacks to keep his marine alive is exercising a fair amount of medpack dropping skill in my opinion. Of course, just to note, even two medpacks in 1.1 is 4 RPs which still tips the resource outcome in the alien's favor.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--THAU+Jun 23 2003, 11:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (THAU @ Jun 23 2003, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Medpacks have always seemed too easy and nothing in 1.1 has appeared to change that <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmm.. I don't think its too easy at all. Not very man commanders can hit a jetpacker in mid-air.
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    <!--QuoteBegin--THAU+Jun 23 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (THAU @ Jun 23 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And marines effectively get a lot of the Res spent on medpacks back just from res for kills...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good point, I didn't consider this. With this in mind, it's quite possible that medspam may be a small cause for concern, but I seriously doubt it's a major game breaker. Of course if this is all a comm does, he'll soon be out of res without acheiving much .. you'll find a decent comm will rarely medspam for this reason. However I can see that the aliens really don't have an equivalent form of healing which is where this becomes unbalanced.

    Honestly I don't see medspams that often right now, but if the aliens were given an equivalent form of healing spam the marines would get slaughtered.

    I can't come up with any suggestions apart from leave it as it is. The HoT (heal over time) suggestion is rather interesting, but you'll find that 90% of the time a marine doesn't have the chance to back off in a 'battle'. Usually he's fighting for his life, to kill that skulk/lerk before it gets within melee distance.. cause when it does the marine is usually a goner. My personal preference is to leave medpacks how they are, or if a change HAS to be implemented, perhaps just a 2-3 second delay between medpack drops.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Honestly I don't see medspams that often right now, but if the aliens were given an equivalent form of healing spam the marines would get slaughtered.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's called many many DCs. Ever try to kill any lerk, gorge, fade or onos and killed one sitting next to a pile of DCs. It's impossible. You need a GL to first clear the DCs and GL is a high level option much like Fades can make mincement out of med supported marines.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Well, medpack <b>spamming</b> is usually done to support a gorge/hive/RT killer, at which point 10-20-30 res can be peanuts. Healing a marine that's not in battle isn't spamming.
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    Yeh it's really Medpack Spam in important situations. Defending that RT or hive.

    Critical - I did mention that hitting a Jetpacker mid-flight is quite a skill and is not easy at all. One of our clan commander (who gave up ns.. ) could hit you mid-flight regardless with a metpack or ammo - was amazingly useful.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--ZERG!!+Jun 23 2003, 10:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Jun 23 2003, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Honestly I don't see medspams that often right now, but if the aliens were given an equivalent form of healing spam the marines would get slaughtered.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's called many many DCs. Ever try to kill any lerk, gorge, fade or onos and killed one sitting next to a pile of DCs. It's impossible. You need a GL to first clear the DCs and GL is a high level option much like Fades can make mincement out of med supported marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    Yea, but you won't see many DC's in 1.1 - there simply isn't enough res in the game to build walls anymore.

    Compare an 8 player 1.04 game with one gorge, 4 RT's and overflow active (which is about the time when walls starts going up). That gorge has an income of about 80 res per minute.

    The same in 1.1 will be 60/8 or about 7.5 res/minute. That's a difference of 10 times, and chambers cost 10 res (5 for OC's). Ergo, the relative price of a wall of lame for a gorge has been increased about 7 times or so (and it's of course even worse for larger games).

    Thus, the game as it stands won't see all that many non-upgrade chambers around. Building healing chambers just to heal is just too expensive. You need a gorge around for healing, or you will have to run back to hive to heal.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--matso42+Jun 23 2003, 10:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Jun 23 2003, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, medpack <b>spamming</b> is usually done to support a gorge/hive/RT killer, at which point 10-20-30 res can be peanuts. Healing a marine that's not in battle isn't spamming. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What is so wrong in squeezing out the victory at a cost? Something wrong in picking your battles for the best outcome? What I'm seeing here is resentment in not being able to kill the marine that is medsupported. I don't see anybody complaining about being shot in the face with a shot gun or run over by HA.

    And about you're 1.1 thing, I haven't played 1.1, I wouldn't know. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Anyway, if the med carpet is the concern then simply having those medpacks consumed for +0 health could help it (as marines walking would instantly consume them whether they needed it or not). This would put emphasis on skillful use of medpacks rather then just spamming it.
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    <!--QuoteBegin--ZERG!!+Jun 23 2003, 10:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Jun 23 2003, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Honestly I don't see medspams that often right now, but if the aliens were given an equivalent form of healing spam the marines would get slaughtered.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's called many many DCs. Ever try to kill any lerk, gorge, fade or onos and killed one sitting next to a pile of DCs. It's impossible. You need a GL to first clear the DCs and GL is a high level option much like Fades can make mincement out of med supported marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Correct, however I neglected to mention DCs as they are not an insta-heal available to the aliens anywhere on the map.

    Medpacks are.
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    It's not resentment Zerg. It's the issue of the outcome of a game being deciding with a bit of medpack spam on one marine who is killing a res node and fending off hordes of aliens.

    I like your suggestion of marines using up medpack on the ground for +0 health. Simple - but very effective.
  • Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
    I've got an idea - connect medpacks and ammo packs to the "energy pool" created by observatories, up until now reserved only for scanning. Using around 8 medpacks/ammo packs will drain the observatory of all it's power.

    So, the average commander can use medpacks as they should be, and only heal people when they absolutely need it. By doing so, he should always have some energy left in the observatory. In the late game, the commander can build multiple observatories so that he can spam more medpacks without "shorting out". So, as a commander, you actually have to invest quite a bit of money in building 4 or so observatories to make medspam a viable option. As far as strategies go, medspam will still exist as a "commander skill" for the marines; it'll just require a bit more of an investment (plus it will also put a bit more emphasis on the skill of AIMING medpacks). And it will give aliens something to target if they find some invincible jetbo ramboing their hive. Sounds fair to me...
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I've actually been killed while standing in a carpet of medpacks. I think 4 skulks and a lerk was attacking me. It still took them like 5 seconds of biting me though. I did, however, manage to finish building that phase gate, and the rest of the heavies came in and owned.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I think medspam is a completely viable tatic. While it can mean the difference between victory and defeat, such is the way of battle. Saving up your res for a risky push is something that should be allowed.


    In addition, go back to Savant's post on the marine owning 4 skulks and their res node.


    The problem there is that the marine is already strong enough to deal that much damage.

    If skulks could deal 2x the damage to the back of a marine, then the lone marine would be dead. Savant's example looks to me as an imbalance issue between skulks + marines.
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