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Lower healing rate when Isida heals another Isida


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I agree for this reason.

 

1 isida on enemy team changes the tide by itself.

 

2 isidas on enemy team means I would have to drug harder and smarter to get them to change turrets.

 

3 isidas on enemy team means game over, we lose.

 

4 isidas on enemy team, if that happens, I'm leaving the battle.

 

But removing the ability to heal other isidas is too gigantic of a nerf. I agree with Maf, if there's a way to reduce isida packs, then making their healing ability 50% less effective on their fellow isidas is what I would pick.

Aunty agrees with this appraisal.  Except I believe isidas are worse than described.. you see 2 isi's on sandbox and you know it just about time to go home, unless your team has absolutely massive firepower.  Even thunder can't dent a group of isi's particularly well

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If one team can all use Isidas then the other team can also all use Isidas. Result: Isidas everywhere  -_-

Can I just point out, thats ok if you own an isi... otherwise not a real answer... <_< Unless of course the rest of us just take our bat and ball and go home.

 

Aunty

Edited by Aunty_Entity

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Aunty agrees with this appraisal.  Except I believe isidas are worse than described.. you see 2 isi's on sandbox and you know it just about time to go home, unless your team has absolutely massive firepower.  Even thunder can't dent a group of isi's particularly well

You have to be a very good Isida player to use it on Sandbox and do well, and that makes it an issue of skill rather than Isida being overpowered. In other words those players are winning because they are very good players. A noob or average Isida in your team is actually negative in Sandbox, unless of course the opposing team is not so good, then even a noob Isida will make it worse for the losing team, but that's the same as when your team is losing and someone from the opposing team, with size issues, brings a Magnum or Shaft just to start spawn killing.

 

If one Isida leaves the other alone, they are both dead. The same for the opposing team, if two Rails fighting two Isidas, or any other close range turrets, are not defending each other they will not do good.

 

I can say that I'm above average with Isida and I sometimes change to Isida in Sandbox when I see the opportunity, not as a first choice. It all depends of how my team is doing and how they are playing. Isida doesn't always fit on Snadbox.

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So while these two Isidas are dumping their energy and drugs into keeping alive exactly how much damage have they inflicted on your team?

 

Hint: The answer would be "zero".

What if I told you that you don't need to damage enemies to steal a flag?

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I usually notice that when too many players on my team is using isida, they all just tend to clump up around a few players and with themselves. Very little attacking happens, and we lose.

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What you are saying moreover is that two tanks with two turrets are twice as much of a threat.

 

Okay - get a module

 

BUT two tanks with two Isidas are 4x a threat because they just heal each other and when your ammo is out they both drain you.

 

Okay - modules are useless - I know - I use Legacy Lumberjack and it does nothing against Isida trains.

well drugs make tanks 8 times as powerful(double healing rate, double armour plus full heal 2x2x2) so if 2 druging isidas only become 4x a threat instead of 16x then isidas need to be buffed maybe 4x. double the rate they get healed by other isidas and double their healing rate.

 

and about the ammo draining part... you realise they too have limited ammo, the more they heal each other the less they have left for you.

Edited by GuidoFawkes

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What if I told you that you don't need to damage enemies to steal a flag?

so they might be useful in ctf, and maybe cp when working together... but what about dm?? they can't heal friends they team up with and their m2 alteration becomes completely useless.

 

and can't you block them with a mammoth? if they're healing each other it means they're not damaging you

Edited by GuidoFawkes
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What if I told you that you don't need to damage enemies to steal a flag?

The attackers have free rain to keep damaging them.  They don't have unlimited juice. It starts to run low - the Isidas are in trouble.

 

Splash damage and Freeze are isidas bane - they slow down trying to move the flag and run out of healing power long before they cap it.

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so they might be useful in ctf, and maybe cp when working together... but what about dm?? they can't heal friends they team up with and their m2 alteration becomes completely useless.

This is mostly about CTF and CP. DM is completely irrelevant here since the idea concerns healing. And yes, the M2 alteration is useless in DM - this is not a bug or problem of any sort.

 

The attackers have free rain to keep damaging them.  They don't have unlimited juice. It starts to run low - the Isidas are in trouble.

 

Splash damage and Freeze are isidas bane - they slow down trying to move the flag and run out of healing power long before they cap it.

True, but 20 seconds of healing using Isida M4 with support nanobots and DD results in 30400 HP. That's how much health the Isidas can give each other with a single energy tank while they attack. 1520 HP regeneration PER SECOND. That sounds extremely OP.

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This is mostly about CTF and CP. DM is completely irrelevant here since the idea concerns healing. And yes, the M2 alteration is useless in DM - this is not a bug or problem of any sort.

 

True, but 20 seconds of healing using Isida M4 with support nanobots and DD results in 30400 HP. That's how much health the Isidas can give each other with a single energy tank while they attack. 1520 HP regeneration PER SECOND. That sounds extremely OP.

I agree - it is a lot.  Question - if a Shaft with DD hits one of those isidas... will it die? Is there a microsecond where the damage is applied between possible healing?

 

In any event - Isidas are not invulnerable.  I have a lot of hours with them and I die a lot.

Don't see that many "trains" and the healing alteration is not that popular because of the 50% cut in damage.

Sure in specific situations they can be a problem.

But you can say same thing for other combinations like... Mammoth/Vulcan + Isida with DA. That Vulcan never stops firing.

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I agree - it is a lot.  Question - if a Shaft with DD hits one of those isidas... will it die? Is there a microsecond where the damage is applied between possible healing?

Well yeah. If a Shaft deals 3000+ damage to a Viking Isida, it will die no matter how many other Isidas are healing it at that moment.

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What if I told you that you don't need to damage enemies to steal a flag?

Few questions could be easier to answer.. My response is the same. If you are taking no damage from the flag thieves then you can shoot them with impunity. If you are smart enough to shoot one isida then only that one will take damage. Only one Isida will be healing because the 2nd Isida has nothing to heal.

 

So how is this any different than if a Smoky and an Isida steal the flag? It isn't ... except that flag-stealing Smoky can shoot back at you and knock off your aim. 

 

If the game has a turret than can heal teammates then it has to heal team mates. If you want no healing in the game that's another thing. But two isidas on a flag dash is no reason for this suggestion.

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Four isida titans with the m2 alt and drugs form an isida pack and after many failed attempts of taking them down here's the result.

 

All other turrets and mines: "Die already, Damn it!"

 

Isidas: "NEVER!"

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Under review

 

I agree that Isida trains are OP, but this is too big of a nerf. I think 50% healing power reduction wold make more sense. Alternatively, make it so that healing another isida uses up the energy twice as fast, so they'd have to spend more time reloading.

I agree, that's sounds more logical and fair to other players!

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Four isida titans with the m2 alt and drugs form an isida pack and after many failed attempts of taking them down here's the result.

 

All other turrets and mines: "Die already, Damn it!"

 

Isidas: "NEVER!"

The problem there is the alteration and drugs. Many alteration are OP on purpose to satisfy buyers, like the Fire M2 alteration, Rail alteration and this Isida alteration.

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well drugs make tanks 8 times as powerful(double healing rate, double armour plus full heal 2x2x2) so if 2 druging isidas only become 4x a threat instead of 16x then isidas need to be buffed maybe 4x. double the rate they get healed by other isidas and double their healing rate.

 

and about the ammo draining part... you realise they too have limited ammo, the more they heal each other the less they have left for you.

Agree with the first

 

But my experience has been that Isida packs have more than enough ammo to heal each other and drain anyone who approaches

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Agree with the first

 

But my experience has been that Isida packs have more than enough ammo to heal each other and drain anyone who approaches

does this happen in all maps? or only smaller ones? because from what i have observed, in large maps they run out of ammo healing each other before even making barely half the map. sure, they can get very effective in small maps. . . because they are short range turrets!

Edited by GuidoFawkes

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No no no. Please decline this idea.

 

The healing power of Isida must remain the same when healing other Isida players. It does not matter if players in team battles facing enemy Isidas lose. Isida is perfectly balanced out, please do not ever nerf it again. We have a perfectly balanced Isida that is balanced out well with other friendly Isidas and other turrets.

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No no no. Please decline this idea.

 

The healing power of Isida must remain the same when healing other Isida players. It does not matter if players in team battles facing enemy Isidas lose. Isida is perfectly balanced out, please do not ever nerf it again. We have a perfectly balanced Isida that is balanced out well with other friendly Isidas and other turrets.

Decline all your ideas.

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does this happen in all maps? or only smaller ones? because from what i have observed, in large maps they run out of ammo healing each other before even making barely half the map. sure, they can get very effective in small maps. . . because they are short range turrets!

I saw an Isida pack win. 10-0 Kungur CTF game, so yes it happens in larger maps.

 

.

Edited by austen_pierce

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I saw an Isida pack win. 10-0 Kungur CTF game, so yes it happens in larger maps.

 

.

okay this-- i have never seen... maybe it only happens in field marshal to legend battles, if that's the case i can't comment.

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okay this-- i have never seen... maybe it only happens in field marshal to legend battles, if that's the case i can't comment.

Gotcha - yep I'm talking about Legend battles.

 

Trouble with my observation is that at Legend rank 80% of battles across format and across PRO and Standard are one sided like this where the winning team makes 10 caps, 100 CP or kills while the loser makes maybe one or two caps and 0-20 CP. A lot of this has to do with clans versus oncoordinated teams. Uncoordinated teams just can't counter coordinated ones, period. Overdrives and Isida packs just make it that much harder.

 

Moreover, Isida has always seemed like a cheat to me since it undoes the damage done by other turrets. There have been requests to remove it from the game completely, but that's never gonna happen.

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Gotcha - yep I'm talking about Legend battles.

 

Trouble with my observation is that at Legend rank 80% of battles across format and across PRO and Standard are one sided like this where the winning team makes 10 caps, 100 CP or kills while the loser makes maybe one or two caps and 0-20 CP. A lot of this has to do with clans versus oncoordinated teams. Uncoordinated teams just can't counter coordinated ones, period. Overdrives and Isida packs just make it that much harder.

 

Moreover, Isida has always seemed like a cheat to me since it undoes the damage done by other turrets. There have been requests to remove it from the game completely, but that's never gonna happen.

If a clan or a group of friends join a battle and coordinate, then of course they are gonna have an Isida or two, and that Isida will be effective because they after coordinating.

 

I think people only remember the good Isidas on the enemy team when they lose, but they don't remember the countless Isidas that are not so good. But for the not so good Isidas that are only healing others and making a big difference, there should be a small healing nerf.

 

Many of you should remember that battles get imbalanced pretty quick in Tanki, and the new Repair Kit and Overdrive make it worse. So, it is very important to chose your battle carefully, and also learn when it is better to leave a battle that staying and getting little rewards, remember that when you are losing most of the time only noobs join your team.

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