[Additional Ability] - Vasseli


(PixelTwitch) #1

Super Heartbeat Sensor…

I could not resist calling it that to enrage you all before I even begin, However what I am talking about is as much of a nerf as it is a buff. I suppose the best way of putting it, is simply moving what is low skilled currently to a more high skilled existence. I would like to see the Heart Beat Sensors range reduced by around 30% and only visible to the player that launched it. I would like the HBS to not vanish over time, allowing you to keep it somewhere indefinitely and on tapping Q again, the HBS over charges and spots all the players within a radius 3x bigger then normal for 3-5 seconds. The ability cooldown would only then start to tick down again. Leaving both the player and team without detection for 15 seconds.

This could be used tactically to hide near someones spawn for calling where players are likely to be going, it could be used by a solo sniper to give himself easier targets or it could be used as part of a timing burst to reveal where players are as a fight starts. Requires more skill and micromanagement, less time spotted and also gives players a bigger reason to destroy it.


(Mustang) #2

Bit of a selfish change, I think it’s fine as is, less confusing and more team orientated at least.


(PixelTwitch) #3

I disagree and honestly I am surprised that you of all people would say “less confusing” lol.

There has been so much talk on these forums about the Heart Beat Sensor with so many people actually coming out and saying they would refuse to play if it was in the game at launch lol. It’s not that I think the HBS is overpowered… its just… overpowered… kinda…

Basically it gives a huge amount of reward (especially on higher player limits) for such a safe/basic action. You can keep it live almost indefinitely as well. I think its usefull for a sniper doing it the way I suggest and a skilled sniper would be able to decide when to overcharge and give that information to his team. I think it adds a lot more depth to the very simple sniper merc we currently have.


(INF3RN0) #4

I don’t mind the idea of an overcharge that would act like a UAV for a short time. As a general mechanic I’d like to see the HB work in a sweeping style, where you only see player dots blip onto the HUD for a split second. Less of a ‘wall hack’ and more of a recon tool in most cases.


(PixelTwitch) #5

thats basically how it works now anyway mate.


(Violator) #6

With Mustang on this one, and I tend to destroy them on sight anyway.

Removes any concept of teamplay.

Current behaviour:
Has one mode of operation

New behaviour:
Has two different modes of operation

=> more complex :slight_smile:

Lasting forever would be extremely OP (spooks dream :)). You can throw them onto roofs etc. where the enemy has 0% chance of destroying them.

Overcharge idea is quite interesting though but would need a long cooldown (a lot more than 15 secs…)


(chippy) #7

What about having two modes for it. First one works on one “plane”, a street, square etc. And pulses every X seconds for Y seconds. The second mode is more like a blast pulse, throw it in a building you get a one time “poff” that works on all planes within the radius. Flip side of this is you only see the initial position of a detected player and that indicator slowly fades out over the course of X seconds.


(xdc) #8

lets take the ‘team’ out of HBS and make it stronger for Vassili?
I voted no, you know when u are detected


(Bangtastic) #9

It isnt as ridiculous as BF magic “Q”, competitively its way to easy having this blops over enemies heads. Minimap indicators would be enough though.