PlanetSide Universe - View Single Post - "Healing beams" for the Medic/Engi
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Old 2012-06-06, 08:53 AM   [Ignore Me] #56
ParisTeta
Sergeant
 
Re: "Healing beams" for the Medic/Engi


I think there are some valid concerns about healing beams. There is no fun to have a medic all the time hiding around a corner, and heal from afar a attacking player, it allows no counter. Having the medic in the middle with "tanks" around is also bad gameplay (for planetside). BUT there is many way to counter such things, and i`m quite sure the PS Devs are aware of them, but remention them could be a good idea maybe someone brings something new? To be more constructive i try first.

1. Adjusting the Range Knob aka give them some minimal range for convinence but not much more the the splash radius of aoe weapon like grenade.

2. Make the beam interuptable, especially through EMP and Splash damage.

3. Combine 1+2 with a progressiv heal, less heal (15%) for the first 3 seconds then after 2 seconds more (45%) etc. Damage would reset it to the first state.

4. Tune healing as such, that you can`t counter heal headshots.

5. Allow active combat heals with big cooldown, for example a healing granade can only be used every 30+ sec

or

6. Add Nanite resistence to healed players, so they can`t have to much healing from range/aoe heal, if those are in game.

7. Give some weapon effects which reduce healing aka Nanite Suppression.


What ideas do you have to adjust the knob of this potential problem?
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