Idea for Med-Kit Spam
Papayas
Join Date: 2010-07-01 Member: 72219Members
I just thought of something while hovering over the forums. What if:
The commander could place little healing 'beacons' that heal the marines in a small area. Kind of like the healing boxes that the medics can place in Alien Swarm.
They would only be temporary though, and they can not stack.
I would imagine them kind of like the lerk spores but lasting a little longer (And healing of course)
The commander could place little healing 'beacons' that heal the marines in a small area. Kind of like the healing boxes that the medics can place in Alien Swarm.
They would only be temporary though, and they can not stack.
I would imagine them kind of like the lerk spores but lasting a little longer (And healing of course)
Comments
Beside a fixed timer, I would also prefer it to run on a set amount of healing. So it would disappear when the timer runs out, but also when it's healing reserve is depleted, whichever comes first.
It would take a whole med beacon to heal a heavily wounded marine completely. And a beacon would deplete considerably faster if it's healing multiple marines at the same time.
When it comes to the issue of marines not picking up meds well enough, that is a slight annoyance for the comm, while its very usefull for the aliens, and the marine comm can easily counteract it by spamming meds when they got enough of an income, so its not to torublesome. In other words, I find it sort of balanced that marines dont get 100% of the medpacks.
To replace the med kits.
They are bad :(
They are bad :(<!--QuoteEnd--></div><!--QuoteEEnd-->
then -1 to your idea, I like the kits :P
I don't. At the current speed of a fade, if medkits would work reliably commanders would be able to keep a marine up indefinitely. Fortunately for aliens, they don't (can't drop them if a unit is under the mouse cursor, sometime can't drop them at all, especially when server lags a bit)
Congratulations, you have med spammed 100 resources worth of medkits to have a marine dance around in the room indefinitely with a 50 res fade, who can run away whenever in an instant thus leaving tons of unused medkits in that area.
Medkits are fine as long as they cost something, imo.
Medkits are fine as long as they cost something, imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed
Also, when spamming meds, you are quite likely to end up blocking the marine by having them placed in air, so the fade does kill him (when stuck you dont seem to pick up the meds).
Also, when spamming meds, you are quite likely to end up blocking the marine by having them placed in air, so the fade does kill him (when stuck you dont seem to pick up the meds).<!--QuoteEnd--></div><!--QuoteEEnd-->
Using a glitch as a balancing factor is a terrible practice.