What are you guys going to do about revive trains?


(Samniss_Arandeen) #41

Doesn’t that effectively do the exact same thing?[/quote]

No, actually. Making the paddles charge faster doesn’t restore any more HP than the standard charge, it just makes giving that HP faster. The patient is just as easy/difficult to kill once the rez-shield is down. It would certainly allow more revives in a shorter span of time, though, which would certainly be easier to counter than the current system while still being useful.

True shit[/quote]

Merc limits. Problem solved. SD openes a goddman Pandoras Box by free-whoring Phoenix.
Every damn team has 2-4 Phoenixes.[/quote]
Free-whoring Phoenix was a bad call, I agree, but limiting player choice is never a good idea unless it’s done to Mercs on free rotation. Once Free Rotation is amended to put limits on rotated Mercs, Phoenix should be treated like a permanently rotated-in Merc to everyone that got him in this manner.


(Jostabeere) #42

Doesn’t that effectively do the exact same thing?[/quote]

No, actually. Making the paddles charge faster doesn’t restore any more HP than the standard charge, it just makes giving that HP faster. The patient is just as easy/difficult to kill once the rez-shield is down. It would certainly allow more revives in a shorter span of time, though, which would certainly be easier to counter than the current system while still being useful.

True shit[/quote]

Merc limits. Problem solved. SD openes a goddman Pandoras Box by free-whoring Phoenix.
Every damn team has 2-4 Phoenixes.[/quote]
Free-whoring Phoenix was a bad call, I agree, but limiting player choice is never a good idea unless it’s done to Mercs on free rotation. Once Free Rotation is amended to put limits on rotated Mercs, Phoenix should be treated like a permanently rotated-in Merc to everyone that got him in this manner.[/quote]

Many games have limits. Mobas limit to 1 per 5-player-team. Other team-based games limit to 2 per class and so on. People can have 3 mercs out of 12 or something.


(happyVeneer) #43

Another way to fix the problem of revive trains could be to nerf the medics’ combat abilities, so their main role is to heal and revive other players, rather than taking an active role in the fighting itself. If you gave the medic types pistols only for example, we would see way less medics (we’d lose all those that take medics because they’re quite good in a fight AND can heal themselves - and others only by happenstance), and the ones we would still see would be dedicated to their main role, which is staying right behind the front line and darting in to heal or revive where required. Medics in DB are too much of a “good at everything” class (as they are in most ganmes, unfortunately).


(kopyright) #44

Rather than trying to nerf the revive trains we should fully embrace the idea and have servers where everybody is required to play the same merc. I can only imagine the mayhem of 16 Naders spamming grenades left right and centre.


(Lumi) #45

So you’re actually including the counter argument to your own proposal. Nobody would play medic anymore. Many times a medic manages to revive people effectively because he/she is the last one alive and finished of the enemy. Removing their combat ability would just ruin this game.


(Loki.) #46

And I thought the replies couldnt get worse on this thread…

Here you come and take the grand prize…

Congras!

(wow)


(retief) #47

Doesn’t that effectively do the exact same thing?[/quote]

No, actually. Making the paddles charge faster doesn’t restore any more HP than the standard charge, it just makes giving that HP faster. The patient is just as easy/difficult to kill once the rez-shield is down. It would certainly allow more revives in a shorter span of time, though, which would certainly be easier to counter than the current system while still being useful.

True shit[/quote]

Merc limits. Problem solved. SD openes a goddman Pandoras Box by free-whoring Phoenix.
Every damn team has 2-4 Phoenixes.[/quote]
Free-whoring Phoenix was a bad call, I agree, but limiting player choice is never a good idea unless it’s done to Mercs on free rotation. Once Free Rotation is amended to put limits on rotated Mercs, Phoenix should be treated like a permanently rotated-in Merc to everyone that got him in this manner.[/quote]

The problem is that it is possible for the entire team to pick the same 3 mercs. Sure, it is unlikely on open servers, but new players on max level 5 servers have a total of 5 mercs to choose from. There simply aren’t enough mercs available to make per side merc limits viable.

If they have 4 phoenixes, bring some fraggers/rhinos and shoot them full of holes. They shouldn’t have the raw combat strength to stand up to you in a fair fight. They have a ton of sustain in an extended fight, sure, but they don’t have the explosives or hp to survive a mass charge.