Vampiric Quantum

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Azarael
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Vampiric Quantum

Post by Azarael » Sat 25 Feb , 2012 4:46 am

Quantum, and other scorpion weapons on racing maps, should leech life equal to the damage done when hitting a real player or an occupied vehicle. The reason I ask for this:

a) A vampiric effect allows the damage of Quantum to be ramped up so that reflex shots actually matter, because rallies of this as opposed to high-damage Quantum won't result in fast deaths.

b) It ensures that in situations where players HAVE to wait for something (spinning ramps in Aztec, for example) the players don't have to keep shooting until one of them is destroyed, or, if one player does decide that he suddenly wants to shoot, the player who didn't shoot isn't forced to die because he didn't shoot first, as both players can keep firing and leeching HP.

c) It allows for the players to get further on the track if they can keep up hits, as opposed to the current situation of having one nice big crunch at the start and then whoever gets past the melee of froobs in scorps has a significant advantage.

d) If some scrub hits you with a ball, and you subsequently dominate him, this domination is reflected by your HP rising to full again, rather than the scrub having made a potentially lethal dent in your defenses. You also have more incentive to engage the froob knowing that you can vamp off him rather than risking your car and successful completion to engage him.

The damage of Quantum could be pushed up to 100 or even 150 with such a fix.

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PALADIN
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Re: Vampiric Quantum

Post by PALADIN » Sat 25 Feb , 2012 12:58 pm

Note: The first rule for every Vampiric mutation in UT is: the heal must be maximum 50% of damage. Shot on 100, healed on 50.

Note: To resolve the question with health prefer to adding huge start amount add link ammo at many places on the road. The time needed to heal will also be a balancing element giving others a chance. While then SR and LG should be removed from maps like Aztec and replaced with normal minugun's altfire (the precise one) and rockets.
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Re: Vampiric Quantum

Post by iZumo » Sat 25 Feb , 2012 2:58 pm

First we're talking about driver damage, not vehicle damage; as quantum is rather set up to kill the driver and leave the vehicle on the track.

I like the idea. Especially in case of C) you wouldn't have to waste a shield at the start. I'd make it that you can suck up maximally driver damage if you hit a driver / or froob w/o vehicle (that is 16 for normal / 26 for derby scorp). Would push the damages to 26 for normal (4 shots diff), 40 for derby (3 shots diff (or 4 with shield picked up in Derby)).

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Azarael
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Re: Vampiric Quantum

Post by Azarael » Sat 25 Feb , 2012 5:24 pm

Excellent.

@Paladin: Yes, in normal gameplay a Vampire weapon should not have a massive leech modifier because it leads to situations where it takes a while for someone to die. However, in this gametype, this is acceptable because the main aim is to traverse the track.

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iRobot
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Re: Vampiric Quantum

Post by iRobot » Sat 25 Feb , 2012 6:00 pm

Strongly disagree, will lead to shield being reundant if its more efficient to use nitro shooting other players. Also has the possibility to make someone invulnerable as they can continue leeching HP while shielded.

Massively OP.

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bOnO
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Re: Vampiric Quantum

Post by bOnO » Sat 25 Feb , 2012 6:51 pm

Not necessarily, because it costs nitro to fire so at a moment you or your opponent won't be able to shoot, allowing you to go on racing.
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Azarael
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Re: Vampiric Quantum

Post by Azarael » Sat 25 Feb , 2012 9:17 pm

Shield would be an unnecessary mechanic with this. The original shield's purpose was simply to prevent momentum attacks.

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Re: Vampiric Quantum

Post by iZumo » Sun 17 Jun , 2012 1:18 pm

Just noting that this is live from Nitro Vehicles 8 Patch 13.

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