Remove Healing Pulse "switch penalty"?


(gg2ez) #1

Just in case you didn’t know, here is a brief run down of what I’m talking about.

When Phoenix charges his Healing Pulse and switches to any other weapon or his defibs, the Healing Pulse will get still get a cooldown.

Should SD remove this or is there a reason for this that no-one has noticed, you decide.


(Szakalot) #2

keep it, otherwise you can consistently keep a charged pulse up. However, I would like the penalty reduced to something like 50% of cooldown


(VincentRJaeger) #3

A reduced cooldown; It would stop being so punishing to a Phoenix that makes a decision while still preventing him from always having a charged pulse ready.


(avidCow) #4

You can’t keep a constant pulse, it will auto-emit. The idea of a guy charging/swapping/charging constantly is terrible. Why would that work? He’s not shooting at anybody while waiting for that perfect opportunity and has constant downtime when he swaps out to cancel the charge.


(gg2ez) #5

Who said that he’d get the ability to hold a charged Pulse? Just cancel the Pulse without cooldown.


(MarsRover) #6

Keep but reduce cancel cooldown to 50%.


(Verticules) #7

The switch penalty is working as intended. Treat it as a cooked grenade that gets canceled.


(Frogteam) #8

Correct me if I’m wrong, but if you charge it and switch it goes on cooldown, but doesn’t activate right?

I only wish that it would actually activate if you do that, I’ve accidentally switched before I released meaning to heal and then go back to shooting, only to watch my heal fizzle into nothingness with a large cool down.

I agree that you shouldn’t be able to cancel a charge, I just wish you also couldn’t just lose it.


(GottaBeGreg) #9

I say keep the penalty, but reduce it by 50%. I too have gotten repeatedly annoyed by teammates dying when I try and heal them, wasting my pulse completely, but I also realize this is as intended, you take a risk by going for a longer charge and if your risk doesn’t pay off and the teammate you are trying to heal dies, you should have to live with the consequences. I would also like to say that, taking a book from Fragger, 50% is reasonable. Because that’s what he has on his mini nukes.


(MarsRover) #10

Nades get 50% cooldown, I want the same for Phoenix.

I’m annoyed by teammates dying no matter which merc I play :tongue:


(Ferrett321) #11

It has no need to be in a game as fast paced as this. When charging the Healing Pulse, you are often around low health allies that end out dying because you were too busy charging the pulse.


(K1X455) #12

Cooldowns are intended only after the action has been released. A cooked grenade that gets cancelled will have no cooldown.


(neverplayseriou) #13

I would keep it because every medic gets punished for screwing up his heal, I sometimes throw 3 med packs as saw at someone who some how misses each one of them and doesn’t even consider picking them up before running straight into the enemies.

I then have to wait for the cd on my med packs too even though I didn’t even heal anyone.

Gotta say that I rarely play medic though ^

Ps: next time please don’t say “please comment why” now I felt like I had to state why I thought this xD


(gg2ez) #14

[quote=“sensitiveJellyfish;92354”]I would keep it because every medic gets punished for screwing up his heal, I sometimes throw 3 med packs as saw at someone who some how misses each one of them and doesn’t even consider picking them up before running straight into the enemies.

I then have to wait for the cd on my med packs too even though I didn’t even heal anyone.

Gotta say that I rarely play medic though ^

Ps: next time please don’t say “please comment why” now I felt like I had to state why I thought this xD[/quote]

Sorry Jelly :tongue:


(neverplayseriou) #15

I do think that the cd should be reduced to 50% instead of 100% though.


(MarsRover) #16

Cooldowns are intended only after the action has been released. A cooked grenade that gets cancelled will have no cooldown.[/quote]

U wot m8? Fragger gets 50% cooldown when cancelling cooking. This was introduced to prevent him from turning every corner with a precooked nade ready to throw.


(Fate_6) #17

I voted for remove but only because there is no option for a reduced penalty. It should be 50% cooldown. As it stands right now it’s a pretty harsh penalty


(SereneFlight) #18

Remove it and bring it back when Healing Pulse doesn’t get stuck anymore.


(LifeupOmega) #19

I even asked on the stream why it didn’t work like Fragger’s nades, along with the extra 8 seconds of cooldown if you hold it, and they just said it “was fine”. It’s not fine, but it shouldn’t be completely removed.