Medspamming And 2.0

coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
I just played a game of NS as Kharaa on Caged, and they had this commander that wouldnt stop medspamming.

So now i wonder, will this be stopped in 2.0? Skulks dont stand a chance against a medspamming comm.

Comments

  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    Well if a comm does do that i usually go lerk and watch as their little medpacks do nothing but +5 hp as I spike 'em, fly away and take no damage, costing them 15-20 res for nothing, heh heh heh.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    Last time I checked, medspamming is considered a "skill" and is a part of NS.
  • DizzyOneDizzyOne BASS! Join Date: 2002-11-17 Member: 9095Members
    <!--QuoteBegin--homerx+Jul 30 2003, 11:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homerx @ Jul 30 2003, 11:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Last time I checked, medspamming is considered a "skill" and is a part of NS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    last time i checked it was called a bind and a waste of money...
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    It's not skill if you have it bound to a key...you can drop 10 medpacks in the time it would normally take to drop two. I think there should be a slight delay between the time you can drop meds.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    Flayra said it himself that medspamming is a part of NS.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin--Cheez!+Jul 30 2003, 11:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheez! @ Jul 30 2003, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's not skill if you have it bound to a key...you can drop 10 medpacks in the time it would normally take to drop two. I think there should be a slight delay between the time you can drop meds. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Exactly, becouse its so damn annoying facing a marines with 2000 health..
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    When life hands you medpacks, make Oni.

    When I see a commander drop 20 medpacks, all I think about is how it's 40 resources he could have just spent getting a ton of research done. It's a good thing...
  • SlothropXSlothropX Join Date: 2003-07-21 Member: 18315Members, Constellation
    Nobody likes fighting immortal marines due to medspamming, but it is a legitimate tactic. The resource cost is pretty high and it forces all of the comm's attention to one spot, so it isn't without drawbacks. A short timer on medkits might help, but that's all.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    1. Medpacks aren't free
    2. They disappear in a few seconds
    3. to be continued..
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->Flayra said it himself that medspamming is a part of NS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Obviously. If a marine in some crucial position is important enough to spend 40 res on, then by golly, it should be an option. Only time I medspam is when the marine is absolutely unbelievably important, and I've literally taken down their last hive 3 times now by pummeling a marine with medpacks as he finishes reloading a gl or hmg. However, if the commander is med spamming routinely then, by all means, laugh, because he just gave you the game.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    From myself, in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=37922&st=40&hl=' target='_blank'>this thread about medpack spam</a>:
    <!--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-->I don't have a problem with it being possible, but I'm rather convinced that 9 times out of 10, it's not the best option the commander can take. A commander who plans ahead more will generally use the resources to simply get an armor upgrade ahead of time. Medspam in a concentrated area may make one marine "invincible" for as long as the meds keep coming, but that's generally not as valuable [edit](or as cost-effective; from Grendel's post it looks like we're on the same wavelength)[/edit] as a long-term investment for the whole team in the form of a new upgrade or structure. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    From Grendel, playtest lead in the post directly below:
    <!--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-->Whilst I appreciate the sentiments that spawned this thread...

    The issue is not medpack spam if you think about it, but the fact that the marines can afford to blow 20 res on one marine just to keep him healthy.

    This is an issue with the resource model that is fixed in 2.0 (FYI), marines will now need to own a hell of a lot of nodes in order to afford med spam more than once or twice.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    And for bringing it up again when it's been answered, <span style='color:orange'>*locked.*</span>
This discussion has been closed.