Suggestion - Steady for more than Bushwhacker...


(Dawnlazy) #21

HP bars on deployables when?


(JJMAJR) #22

[quote=“ProfPlump;148354”][quote=“JJMAJR;148138”][quote=“blisteringOwlNest;148125”]When you said dying animation, did you mean dying animation of the aura station itself? If so, sure, bush can already do that (with a very small window) but adding it to aura, if she can’t already, wouldn’t be bad.

I personally would rather see something more creative and less situational, like less explosive damage, or very small health regen over time. This would also buff the turret (especially regen)[/quote]

Bushwhacker can no longer reclaim a turret during its death animation. It was considered a glitch, but it given me an idea on how to make Steady a lot more viable, since the bug fix pretty much had a very heavy effect on Bushwhacker.[/quote]

But the whole idea of saving your turret and replacing it immediately would be incredibly frustrating to your opponents, same as it would be for ‘saveable’ health stations. There are better ways to buff the Steady augment.[/quote]
[spoiler]But my idea nonetheless is the fastest path towards making Steady significant. If you just hug your turret all the time you are going to die anyways, or be a hindrance for your team.

Meanwhile your suggestions are also nonetheless dangerous. I aimed for a niche ability where the player can use a less directly powerful build in order to have a constantly relocating turret, at the price of sheer firepower aside from said turret.

You aimed for a turret that would be able to cause major damage to an explosives-dependent class. Unshakeable is already incredible, having that apply to deployables would nonetheless be dangerous.[/spoiler]

[spoiler]There is a bigger reason why Steady isn’t as viable as Lock-On though. Ever check the tournaments? Bushwhacker is impossible to use effectively without Lock-On, everyone in that level of play would shred the turret to bits regardless of how much health it had. Explosives resistance would still not address the problem the turret has, and only in low and medium level play would it be significant enough to cause a problem.

Having a Steady-augmented turret be reclaimable in death wouldn’t be that bad in comparison. As soon as the turret is destroyed, a player could easily be able to take out the Bushwhacker if they know he’s going to go after the turret.

The only real problem this would be visible for is in the BL81, but at the moment, it’s crap compared to the C41, on the account of a better weapon and more ammunition for that weapon, compared to being stronger when stuck in one place and having a slightly tougher turret, which at base being 100 HP, isn’t really a large benefit.[/spoiler]

The window to reclaim the turret during its death animation is small during the time the bug wasn’t fixed. This meant that a competent team would be able to execute the Bushwhacker when he goes to try getting another charge of his ability.