what is currently broken?
medpacks are easy to run over:
suggestion:
increase overall size by 50%, model and collision model.
solution2:
only scale up the collision model by 50% but align it with the model bottom so it doesnt float.
potent packs has no effect
potent packs VS ability cooldown perk:
if potent packs works correctly, then cooldown is a bit useless.
why?
with cooldown it takes 32s to heal 100hp
with PP it takes 33.3333s to heal 100hp, just you have less off time because you spend less time throwing packs, thus making PP the better choice.
not only because of time investment vs reward ratio, but also because healing for 30hp instead of 25 can make a difference in sticky situations.
cooldown lets you place up to 7 packs on the ground, how this is useful? i dont know.
cooldown does not seem to benefit the revivr at all currently, i didnt notice any change in amount of charge drained and no change in how long it takes to cooldown when overheating.
suggestion: let cooldown have some effect for the revivr
383 companion agent loadout card makes all other loadouts obsolete.
why? because quick charge gives more dps AND makes you a more effective support.
every potent sparks player will use this when it comes to most flexible damage dealing and most flexible multi target resurecting.
suggested change:
-make the rate of quick charge the standard charge rate for all loadouts, thus allowing each to compete.
-introduce a “slow charge” augment for 2-3 loadouts with 30% slower charge speed - taking quick charge as the new standard. meaning 10% slower than currently with a non quick charge loadout.
benefits?
+makes all loadouts competitive (amongst each other)
+gives players that arent confident with fast flick shots some loadouts that gives them more time to aquire a target/aim.
+matches well with ADS speed increase augment
+could potentially enable a single target support focused playstyle. meaning you charge up and anticipate an allys death, trying to release your charge just as he collapses, trying to minimize his time being incapped and the chance for him to get gibbed.
ive tried this style a couple of times and it can work but it requires good gamesense and reaction times.
what it does is reduce your ability to quickly res multiple targets, in trade for a quicker and safer single target support.
this way, slow charge + get up may very well compete with the current quick charge + get up, just in a different area of support.
random ideas (NOT suggestions):
augment: “throw strenght”
effect: 50% increase to medpack throw speed and range.
benefit?:
-easier to hit an ally with meds
-faster self healing when throwing medkit on ground.
-less personal exposure to damage (explosives mainly) when healing allies.
//original post:
which one would you use?
lets compare it to our current viable loadouts:
just some food for thought :neutral: