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Regenerative module


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40hp/sec may be too OP and this doesn't really fit in with the rest of the modules. But the general idea of a regenerative module sounds interesting, especially if it will also have some drawbacks, such as decreasing turret power or hull health.

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So the tank basically wears an isida? Hmmm. Interesting. I don't know if I necessarily like it though - I'm just wondering how it will gel with the rest of the system. Especially the isida and repair kits. It's most likely going to be OP and hard to balance.

 

EDIT: If this topic gets merged with another ideas topic, and I am unaware of the transition, all of what I've said above stands nullified in relation to the merged content.

Edited by Spit_Fyre
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Well you have to realize that 40 hp/sec takes 100 seconds to fully repair a heavy hull (M4). That means almost two minutes. It's not OP at all. For snipers that rarely get hit, it might make them much more hard to kill, but they would also be sacrificing on another protection. For example, they might have to sacrifice Thunder Protection, which would give them less survival chance anyway.

 

Maybe this could be combined with other turret protections, for example: "Railgun-Ricochet-Regen"   as a module. Maybe even make the "Regen" count as 2 turret protections.

 

Same idea with mines. Some attackers might like "Freeze-Twins-Mines.

Edited by r_I_already_won0

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Well a regenerative module should mean the player gets no protection against any turret.

 

For me, it should be as follows:

 

M0: 5 HP per sec.

M1: 8 HP per sec

M2: 12 HP per sec

M3: 16 HP per sec

M4: 20 HP per sec

Edited by NewbieCake
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Well a regenerative module should mean the player gets no protection against any turret.

 

For me, it should be as follows:

 

M0: 5 HP per sec.

M1: 8 HP per sec

M2: 12 HP per sec

M3: 16 HP per sec

M4: 20 HP per sec

 

071775052d584bd0bd68e79fecc26ce3.png

 

 

Wasp m0 full health after 2 minutes and 10 seconds

wasp m3 full health 1 minute and 40 seconds

So... not that bad.

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071775052d584bd0bd68e79fecc26ce3.png

Wasp m0 full health after 2 minutes and 10 secondswasp m3 full health 1 minute and 40 secondsSo... not that bad.

Still not worth when Wasps are always in action. Only worth for mults and Flagers. And Isida is losding its job.

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There was once a proposal for a module, that

- increases the damage you receive (you receive 5..10% more damage per hit)

- but therefore you get healed by xy hitpoints every second

 

sounded like a fair tradeoff to me

Edited by BlackWasp777
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A module that can regenerate your health

M0 - 10 hp/second

M1 - 20 hp/second

M2 - 30 hp/second

M3 - 40 hp/second

Actually, it may sound good at first, but there is a huge mistake with this -Snipers.

Snipers will soon basically be immortal or almost impossible to kill. Since a sniper like Mammoth Shaft that is in its base, far and safe, won't die easily; or to be exact, won't die at all. Why? Because Snipers usually don't die, because they usually stay well protected, and when they do, it is because they get damaged all at once. Suppose I am sniper in Monte Carlo, I got really badly damaged by an enemy sniper or a firebird that came to my base, but I survived -because I have mammoth, and mammoth is really hard to kill, so as soon as I kill the enemy, I can wait and heal myself. They can use repair too? Yes, they could, and they do now, but not in a pro battle that has disabled supplies. So it is a bad idea.

 

Still, this is just my opinion, I believe that there is a solution for this, and due to the fact that snipers could simply use a repair kit, I believe that it wouldn't have much effect. 

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superb idea

with adjustments, its awesome

and isida doesn't use its job, as some have pointed out. isidas self heal at 10%/sec. 40 hp/sec is waaay lesser than that. any1 familiar with isida knows that. so its actually up, not OP. as pps hass pointed out, snipers will be invincible. i have only few words for these kinda people - do the math bfr talking.

Edited by Magenta

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maybe you like to rework your proposal.

It makes sense if you look at medium hulls health, in m0, M1, m2 ... m3.

And then take a certain persentage of that as fixed hp/seconds healing value.

So you ensure that the module effects M0s in the same way as M3s.

 

M0 1000-1176-1058 -> avg ~1070

M1 1700-1588-1705 -> avg ~1670

M2 2060-2176-2000 -> avg ~2100

M3 2530-2530-2529 -> avg ~ 2530

average values are guessed, not calculated :P

 

so lets take 1%

M0 -> healing rate = 11

M1 -> healing rate = 17

M2 -> healing rate = 21

M3 -> healting rate = 25

 

So it takes 100seconds to heal a medium hull - no matter which M-Level.

The M3 regeneration module regenerates 1500 hp/minute while one rail M3 deals 13.000 hp damage per minute

one rail M3 shot deals 1000 damage in average.. so it takes 40sec to heal up for this (healing rate 25hp/sec).

Edited by BlackWasp777

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 Suppose I am sniper in Monte Carlo, I got really badly damaged by an enemy sniper or a firebird that came to my base, but I survived -because I have mammoth, and mammoth is really hard to kill, so as soon as I kill the enemy, I can wait and heal myself.

That's a very good point. Not in the fact that it makes snipers OP, but that it generally makes the game very boring. People will get damaged, hide and wait for regeneration instead of attacking, dying and attacking again. Battles will simply turn into big hiding games where people shoot at each other a couple times and then wait for ages to get their health back.

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Somebody will wait and hide for 2 minutes to gain their health back?

Idk. To me it seems like people are desperate to hang on to their high K/D.

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I am fine with it.

 

I would take about 3 shots to kill a sniper in a medium hull, and he would be "out" for 12seconds, coming back with full health.

If he hides after the first shot for for 40sec and comes back with full health.. that's a good deal - for me ;)

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Actually, it may sound good at first, but there is a huge mistake with this -Snipers.

Yeah, that's a problem. Perhaps the regeneration will only be activated if you're close to an enemy tank.

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Yeah, that's a problem. Perhaps the regeneration will only be activated if you're close to an enemy tank.

Why? That makes no sense at all if you think about it. You must be 2 minutes next to enemty tank to get your health up...

Also remember that this idea clearly says it will be single protection. Same as spider. This one will be ONLY for healing and nothing more. Player will need to choose if he gets something like perm DA from 3 turrets or gets no protection and weak weak almost useless m0 isida following him.

If i choose protection module with 50% and get DA then its way better than this regen module with DA cuz... it doesnt take 2 mins to kill 2 tanks right? (2 tanks meant as player with double armor) Well but with protection module m4 and DA its like to kill 4 tanks.

(Btw this reminds me how much wasp m3 is op cuz i got m2 wasp, after each shot im forced to change dirrection but rail m3+ got nothing on meh... I can survive 3 shots from it damn easy but after each shot my hull turns about 30°-45°)

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