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Player must not take damage for 3 seconds before being able to use repair


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Under review

Completed

[sply] [gmpl]

This reminds me of shields in Halo, where you have an infinite, recharging shield, but to get it to recharge you have to not take damage for a certain amount of time.

 

I agree with this idea. It's really annoying nowadays when you spend ages firing at a mammoth only to see him activate a repair kit when he's about to die. So frustrating...

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It would avoid the energy waste when you are firing and then the player uses repair kit. -_-

In other words, from that moment on, you wouldn't fire for nothing anymore. 

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Under review

[sply] [gmpl]

This reminds me of shields in Halo, where you have an infinite, recharging shield, but to get it to recharge you have to not take damage for a certain amount of time.

 

I agree with this idea. It's really annoying nowadays when you spend ages firing at a mammoth only to see him activate a repair kit when he's about to die. So frustrating...

I don't like drugs very much, but if this is going to be implemented, then the value of the RK would be significantly less. Of course it is frustrating to see a repairing mammoth, but you then need to adapt the economy to it. Most of the time RKs are activated while being attacked. I think the price for an RK would also need to be decreased to 75 crys or lower. Its function of neutralizing temperature effects (fire's afterburn and freeze effect) is then barely useful. Without the current RK some maps, like Noise (I actually don't like it), are then not really playable in drug battles, because like nobody is able to cap a flag. The other drugs in this case need to be decreased in their strength too.

 

 

I agree, the Repair kit is a bit OP right now.

Aren't all the drugs OP? And also the RK costs like 3 other drugs. 

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I don't like drugs very much, but if this is going to be implemented, then the value of the RK would be significantly less. Of course it is frustrating to see a repairing mammoth, but you then need to adapt the economy to it. Most of the time RKs are activated while being attacked. I think the price for an RK would also need to be decreased to 75 crys or lower. Its function of neutralizing temperature effects (fire's afterburn and freeze effect) is then barely useful. Without the current RK some maps, like Noise (I actually don't like it), are then not really playable in drug battles, because like nobody is able to cap a flag. The other drugs in this case need to be decreased in their strength too.

 

 

 

Aren't all the drugs OP? And also the RK costs like 3 other drugs.

 

 

Nah, I don't mind the extra armor and damage, and I can survive a mine most of the time.

And is the speed really that OP?

 

 

 

But I do agree with you on the gold box supply, it is the most OP supply in the game :D

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I would be glad to see it happen. However, since it is nerfing drugs, its not gonna happen. The only change in supplies I have seen in the 2 years I have played was during the re balance last October, and It kept supplies just about how they used to be.

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No..

 

This would just decrease the fun and spirit of Gold box hunting and parkour would be even worse. Real fighters never hide.

 

And the game is too dynamic.

Reading it and analyzing it better, it would really affect the Gold Box hunting and parkour a lot.

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I don't like the idea.

 

You can point to Mammoths and Titans, but you're forgetting about medium and light hulls. And it will benefit constant and fast firing turrets like Twins a lot, thus creating an imbalance.

 

Instead of this I think my idea of a new RK could be more helpful, making a Titan think twice about hitting key number 1:

 

New Repair Kit:

 

Cost: 100 cr

 

Health: 1500hp

 

Uses: You'll use 1 or 2 RKs (automatically) per use depending on your tank's health needs. A Wasp M0 will need 1 RK for full repair; A Titan M3 may take up to 2 RKs at once for a 3000hp repair.

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I don't like the idea.

 

You can point to Mammoths and Titans, but you're forgetting about medium and light hulls. And it will benefit constant and fast firing turrets like Twins a lot, thus creating an imbalance.

 

Instead of this I think my idea of a new RK could be more helpful, making a Titan think twice about hitting key number 1:

 

New Repair Kit:

 

Cost: 100 cr

 

Health: 1500hp

 

Uses: You'll use 1 or 2 RKs (automatically) per use depending on your tank's health needs. A Wasp M0 will need 1 RK for full repair; A Titan M3 may take up to 2 RKs at once for a 3000hp repair.

It's basically a RK modification. Post it better in Ideas for Supplies! section.

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Completed

 

The new repair kit uses a very similar concept. I.e. to keep repairing after repair kit activation the player must not take any damage during the 2 seconds of repair kit healing effect.

 

If you think this idea shouldn't be considered completed - quote my post.

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make this not work if the tank is being fired upon so they have to hide for at least 3 seconds till they can use it

Well done for ruining the game  :lol:  :lol:  :lol:  :mellow:  :mellow:

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easily the best idea lol (wonder how the low ranks are doing)

Same

 

I just hope these updates lead to a rise in players.

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So it was you who suggested the changes made to repair kit and you don`t know how terrible the update was. It does not worth activating repair kit when being attacked.

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Congrats for ruining the game. I wonder how you survive :mellow: Next time think before suggesting.

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I like this idea. I was under attack and wondered why my health stayed where it was when I used my Overdrive. So, if you're shooting at somebody and you see the repair thing go off, they dont just fill up on health, it just stops them from taking damage. 

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Congrats for ruining the game. I wonder how you survive :mellow: Next time think before suggesting.

FYI, this update lead the balance for firebird especially and most of the other aspects of gameplays in TO, i rarely see any druggers get to the top so easily now (with the exception of campers but they dont last very long), there's really no significant negative effects this update brought (this is only the case for high ranks) not sure about the low rankers but i bet it still the same, people make new accs these days to take advantage of newbies and thats another exception

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