PlanetSide Universe - View Single Post - Medic Utility Idea (video)
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Old 2013-03-24, 05:38 PM   [Ignore Me] #13
Jaybonaut
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Re: Medic Utility Idea (video)


Originally Posted by Carbon Copied View Post
I see where you're coming from (in the way an ammo pack is put at a choke point to resupply through door ways etc.?) I just don't think that another aoe system is the answer outside what is already on the table.
With the belt option you can carry a total of 3 at the expense of nanoweave/shield capacitor/flak armor and I don't think that's a viable sacrifice (some might argue otherwise over choice) for the dedicated medic - I'd say that game play decision and rule definitely applies to the explosive types limiting the potential grenade spam from every character if each had more than one as standard spawn - I think that the non-explosive/lethal grenades should be where you can cert them as utility held options, so 200 for +1 extra and 500 for the +2 (revive/heal/emp etc.) the numbers don't have to be excessive they just channel your character to be more specialized rather than having the explosives as some token gesture tagged on the end.

Then again give me back symbiotic healing, nanite burst and/or Aegis shielding as utility or otherwise and I'll dump the nanoweave in favor of the grenade belt immediately..
Yeah I see what you mean - I suppose they have the numbers to run that show/prove balance effects.

...although if that's the case, I seriously question the viability of Adrenaline Pump for Light Assault - the change is so subtle and it takes the place of all those things you mentioned too.
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