Ability Timer


(OUTLAW11) #1

The ability timer (cool down) is freezing between mercs. Is this by design? For example, I’ll toss napalm with Stoker and die before the timer resets. I’ll respawn with a new merc and play a few rounds with that merc. When I return to Stoker (even if its a few minutes later) the ability timer remains unchanged and I cannot toss napalm until it resets (from the previous use). Can we make it so the timers run even when the merc is not active?


(Samniss_Arandeen) #2

That’s by design.


(Yes) #3

Yes, that’s intended.

And no, I hope they never make it tick down if you switch merc.


(Ctrix) #4

That’s so you can’t spam napalm, die, then throw an airstrike right after, repeat forever.


(OUTLAW11) #5

Feel the napalm timer should be at the same setting for Bush’s turret. The burn is too quick


(Mura) #6

The napalm count down is just fine, I play stoker mostly now and there’s been a lot of times where a well placed napalm can turn the tide in a match. Having a lower countdown will just make it towards having fire on the ground way to frequently


(LifeupOmega) #7

[quote=“ÄrchÄngel;19659”]The ability timer (cool down) is freezing between mercs. Is this by design? For example, I’ll toss napalm with Stoker and die before the timer resets. I’ll respawn with a new merc and play a few rounds with that merc. When I return to Stoker (even if its a few minutes later) the ability timer remains unchanged and I cannot toss napalm until it resets (from the previous use). Can we make it so the timers run even when the merc is not active?

[/quote]

That’s by design, if it wasn’t you could effectively Skyhammer, throw a strike, switch to, say Fletcher, spam away for a minute, switch back to Skyhammer, repeat.