Health Regen and Merc "strength".


(PixelTwitch) #1

So currently I believe there is a flat regen of +5 hp per second after a few seconds of not taking any damage…

+5 is not particularly fast and that is why I believe its working ok…

However, I feel shaking up the regen based on Max HP or Size/Speed could allow for some more interesting balancing. Personally, I would like to see larger mercs (Rhino, Fragger and Thunder) regen HP at a much slower rate but start the regen much faster. On the other side I would like smaller/medium mercs to be a little different. Smaller mercs could regen HP much faster but after a longer period of time.

Example…
Proxy has 90hp
Regens at +7hp per second
Regen starts after 6 seconds

Thunder has 160hp
Regens at +3hp per second
Regen starts after 2 seconds

Stoker has 110hp
Regens at 5hp per second
Regen stats after 4 seconds

The idea here would be to basically keep the mediums Mercs around where they are now but change the Heavies and Lights in order to better balance the game AND cater to a Mercs needs.

Right now, Heavy Mercs are VERY strong and due to the universal health regen + long reload times, they are ducking into cover to reload and getting a fair amount of HP up before popping back out. Basically enabling a very strong Merc work quite well solo.

On the other side we have the Light Mercs that are also quite strong but due to their speed more solo characters by design (scouts, run bys) These mercs are less likely to have support from a Medic than a Heavy set Merc would (just look at TF2 when Heavies are on the field and its almost impossible to get a Medic to heal your scout or solly). The speed of lighter Mercs also give them the ability to escape fire and be safe easier than the other builds. So requiring them to do so (not take damage for a long time) but quickly heal once regen starts. You end up with a more duck and dive class.

This should in theory increase the need for Medic support as a heavy class… If they do not run medics you they will be slowly broken down over time as they are unlikely (less likely) to reach full hp solo.

Just an idea anyway,
Have fun with it :slight_smile:


(potty200) #2

I am against anything that involves making proxy better than she already is.


(montheponies) #3

I’m against health regen.


(PixelTwitch) #4

The idea would be to not make her better but make her different…
Adding time to her health regen starting to limit her ability to do hit and runs.

Basically…
Keep “mediums” the same make the other too “worse”
Technically not worse but different like I said.

EDIT: also looking at the charts, Proxy is actually (currently) one of the “worst” mercs kill wise.

I’m against health regen.

I am not really against it but I am not really for it either.
Just feels like a necessary evil, so trying to suggest ways of making it better than it currently is.


(Glottis-3D) #5

Just make Proxy prettier. that’s all she needs.


(Szakalot) #6

Regen only for medics sounds like the way to go


(Glottis-3D) #7

+1 agreed.
HP regen for all = lets kill medics teamplay


(MrFunkyFunk) #8

I’m against all regen of any kind but since it’s an unpopular opinion I’ll side with your idea.


(stealth6) #9

I think it’s a popular opinion among the community, but not with the devs.


(warbie) #10

At the start of the beta, before all the ET and RTCW fans left, that was the popular opinion!


(MrFunkyFunk) #11

Yes I meant unpopular with the community they want nothing to do anymore with but probably what their targeted audience is expecting.


(Sun_Sheng) #12

+1 MrFunkyFunk
+0.5 Szakalot
+0.25 PixelTwitch

Personally i’d like to see it go, but if it doesn’t, then i’m on a sliding scale of whatever makes meds a bit more useful


(Violator) #13

Not a fan of the auto-regen either but its kind of an expected ‘MMS’ thing :frowning: Would like to see medics get some more poweh but without elevating them to rambo status (a big ask).


(spookify) #14

Get rid of regen…

Problem solved and it opens up other Teamwork problems and that is what we are looking for.


(Phandy) #15

What do you guys think of the up-to 50%(or chosen %) only health regen. Anti told me it was in Brink, I think its in some other games too.
Its where you can only get back 50% of your health, basic regen. You need a medic or med-box to heal back up to 100%?

Its like a halfway solution. Anyone played games with this mechanic in? Not sure I have.


(tokamak) #16

I like that. Currently a medic is only useful in the window between being hurt until almost being regenerated yourself. If the medic isn’t available in that window then he’s irrelevant. If the player does get healed but doesn’t get hurt in that window then the medic is equally irrelevant.

Regenerating up to 50% at least gives us a team full of wounded players that need to be looked after.


(Glottis-3D) #17

well, i think thats a start.
suggesting to make different % for different mercs.
like
70% for Small mercs
60% for Medium mercs
50% for Heady mercs.

and ofc it was suggested several times before =)


(chippy) #18

[QUOTE=Phandy;515009]What do you guys think of the up-to 50%(or chosen %) only health regen. Anti told me it was in Brink, I think its in some other games too.
Its where you can only get back 50% of your health, basic regen. You need a medic or med-box to heal back up to 100%?

Its like a halfway solution. Anyone played games with this mechanic in? Not sure I have.[/QUOTE]

I keep wondering if we could do with a healing thing close what the stations in HL/HL2 are/were… Health regen up to X out of 100. You can then either find a medic to throw you a pack or use Auras station OR try to see if that healing thing which can only give like 30-45 hp which also gets depleted afterwards and slooowly goes back to its full potential and ready for another use. That way you can at least get most of the hp back if your team doesn’t have a medic or your medic is really selfish or simply dont know the game yet.


(spookify) #19

[QUOTE=Phandy;515009]What do you guys think of the up-to 50%(or chosen %) only health regen. Anti told me it was in Brink, I think its in some other games too.
Its where you can only get back 50% of your health, basic regen. You need a medic or med-box to heal back up to 100%?

Its like a halfway solution. Anyone played games with this mechanic in? Not sure I have.[/QUOTE]

Slow HP regen promotes camping…

Health Regen also makes you less aware of your HP… If you do not see an enemy for a specific amount of time you think you are at full HP…

50% HP regen is just a stop gap…

My times as a heavy I am searching out a medic and I wont even bother standing or looking for a phoenix…

The faster your team can Find and Get healed the faster the team can push… People are getting hit and sitting back…

You also have the HP regen stop as soon as you take a bullet which also slows down the game… A heavy at 10 hp and a medic running at him to throw him a pack is exposed and in the open for twice as long… First to run to this heavy sitting in a corner and second waiting for the heavy HP to return… If an Enemy comes out and shoots the medic the Heavy is still sitting there because he is not at full HP and if he pops out to help his medic that is now dead his HP regen will stop and he will probably be killed going into the fight at 70 HP…

Instant HP or a constant flow of HP can put Heavys out in front while medics feed them 2 pack at 25% each is a lot of bullets that heavy is taking… I do not like the fact that you have to hit the heavy or a player with the packs because acceleration is so fast and pack throw is missleadingly slow. Even standing still the medic packs come out at a weird angle just like throwing nades…

OR get this… When you throw a nades it come out over your right shoulder… Has anyone as SD even thrown a nade on the run or a baseball or football… There’s a follow through and your nade will have a slight right to left motion on it… Most games have this… Actually all games have this other then DB…

Baby Steps: The first thing SD has to do is make getting a medic or ammo easier via the teammate… V21 or V22 should bleep a sound or show up on your screen that this person needs help or something! Right now I can v22 all freaking day and people just run by me…

Second and test something new…
Saw’s - Packs give 25% instantly and then heal full if now shot.
Spark - Packs give 25% but that is it!
Aura - something… Chicks heal station is crazy… No idea right now but maybe something where you have to give your primary gun to activate the heal station…
Phoenix - 4 heal burst on a timer… Large heal area… Sick of this am I in range crap… Also added perk if you get a medic pack from SAW that you insta get 2 heal burts

[B]Hey there is an idea for teamwork:
Example: If Stoker give ammo to Skyhammer his cooldown is reduced OR some additional perk can be used… Skyhammers arty stick can be thrown at 50% cooldown and NOT call an Airstrike BUT can act like a fragger nade… Same thing goes for Stoker… People were QQ’ing about not everyone having nades… Boom there you go!

Same classes can swap, speed up or create new abilities!!![/B]


(Orellien) #20

Two I can think of off the top of my head. One of the games that popularized regenerating health, Halo, had a regenerating shield which would recharge quickly, and health underneath it that would get depleted if your shields were breached that could only be restored with health packs. The other was the original Max Payne (and I think the sequel?), where you would slowly regen up to ~25% HP, and needed to use magic painkillers in order to restore the rest of it.

They seemed to have different points for me, though. In Max Payne it was a compromise to minimize Quick Save/Quick Load abuse, give you a chance in your next fight if you barely survive this one, and Halo… the health function felt more like an appendix, an unnecessary holdover from the era before regenerating health was in fashion.

Also, Glottis-3D’s post brought up a different alternative: Maybe a flat health level to regen up to (50 hp, for example) instead of percentage values?