Healing & Overtime
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Healing & Overtime
Allright, I think some things do not work very well in OT.
In overtime, apart that you receive 5 dmg every 5 seconds, thawing is rapidly slowed down (by 70% for teammate and 60% for solo) and then disabling the thawed guy from thawing others for 10s, with the intention to end the round. However weaponry that can accelerate thawing doesn't account for that and causes OT not to work very well: HMC & Combat defibrilators: they can accelerate you being thawn and don't check whether the game is in OT and then both HMC & Defibs can be exploited by two users using it to heal each other to bypass OT damage.
Not sure what is the best solution here as I'm not much of a fan of the HMC healing / thawing (would remove it's ability to thaw at least), but I can't think of anything else but heavy nerf for them in OT or ramp up OT damage.
In overtime, apart that you receive 5 dmg every 5 seconds, thawing is rapidly slowed down (by 70% for teammate and 60% for solo) and then disabling the thawed guy from thawing others for 10s, with the intention to end the round. However weaponry that can accelerate thawing doesn't account for that and causes OT not to work very well: HMC & Combat defibrilators: they can accelerate you being thawn and don't check whether the game is in OT and then both HMC & Defibs can be exploited by two users using it to heal each other to bypass OT damage.
Not sure what is the best solution here as I'm not much of a fan of the HMC healing / thawing (would remove it's ability to thaw at least), but I can't think of anything else but heavy nerf for them in OT or ramp up OT damage.
- Azarael
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Re: Healing & Overtime
HMC / Defib effect in overtime is imagined
Freon_Pawn.uc
Freon_Pawn.uc
Code: Select all
//Tracks the person who healed us
function bool GiveAttributedHealth(int HealAmount, int HealMax, pawn Healer, optional bool bOverheal)
{
if (Health >= HealMax && !bOverheal)
return false;
if (bFrozen)
{
if (Health > 95 || Freon(Level.Game).bRoundOT)
return false;
else HealAmount = 1;
}
HealAmount = Freon(Level.Game).ReduceHealing(HealAmount, self, Healer);
if (HealAmount > 0)
super.GiveAttributedHealth(HealAmount, HealMax, Healer);
return true;
}
- iRobot
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Re: Healing & Overtime
No healing whatsoever in overtime.
- Azarael
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Re: Healing & Overtime
Si non confectus est, non reficiat. You'll get far more anger from disabling heals in OT than you will from leaving it as it is.
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Re: Healing & Overtime
Hmm, no, implement everything in Freon ReduceHealing function, but this still doesn't solve the exploit where two players heal each other to bypass OT damage.
EDIT: Just realized that I have the current 3SPN source. I'll leave the fix for later when the other issue is solved, anyway for thawing, simply no thaw bonus in OT.
EDIT: Just realized that I have the current 3SPN source. I'll leave the fix for later when the other issue is solved, anyway for thawing, simply no thaw bonus in OT.
- iRobot
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Re: Healing & Overtime
From the changelog topic;
You have little skirmishes of 4v4 and everyone just keeps healing to full. It's really stupid. Not to mention people being defrosting with 175 hp even if the person defrosting them has 1 hp.
Healing has become so inflated that nobody uses aerosols anymore, since they are a wasted slot.
Keep the niche of the healing gun, the defibs and the aerosols, and just remove proximity healing completely. When defrosting/i], teams group up so you have insane healing going on there also. It's just completely a broken mechanic, on every level.
This whole mechanic is broken, given the 11v11 and the size of the maps.This effect is really applied. To remind, the current status is:
- in proximity, you get most healthy nearby player's health divided by 12.5, then multiplied by the total number of players in proximity - 1
(i.e 3 players together where one of them has 175 hp max result 14 * 2 = 28 hp regeneration per second)
- if you were real close to each other, the rate was doubled (i.e 56 hp regeneration per second in the current case)
You have little skirmishes of 4v4 and everyone just keeps healing to full. It's really stupid. Not to mention people being defrosting with 175 hp even if the person defrosting them has 1 hp.
Healing has become so inflated that nobody uses aerosols anymore, since they are a wasted slot.
Keep the niche of the healing gun, the defibs and the aerosols, and just remove proximity healing completely. When defrosting/i], teams group up so you have insane healing going on there also. It's just completely a broken mechanic, on every level.
Last edited by Azarael on Wed 21 Nov , 2012 4:08 pm, edited 1 time in total.
Reason: fu
Reason: fu
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Re: Healing & Overtime
It was just fixing something that should have been implemented but wasn't (mob bonus nerf). But yeah that's an alternative too if friendly fire deaths will kill you instead of freezing (just like suiciding does) + the OT fixes.
- giZmo
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Re: Healing & Overtime
You thought about that we maybe only reach overtime so often caused of the mass of healing weapons in the current game ?
Defibrilator, HMC, Aerosol, Teamhealing etc. Yes we reached overtime before too but far less often then today.
Defibrilator, HMC, Aerosol, Teamhealing etc. Yes we reached overtime before too but far less often then today.
"We never truly know how to appreciate something until we have lost it forever."
- iRobot
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Re: Healing & Overtime
How about taking a different angle to this, leave healing as it is (if that is what people want - since I'm told there will be QQ if removed), but make it so during overtime, everyone is aware of each others location, by way of some kind of "power core objective" banner.
This would greatly reduce the tedium of hiding, which is the main problem (of long drawn out overtime)
This would greatly reduce the tedium of hiding, which is the main problem (of long drawn out overtime)
- CaptainXavious
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Re: Healing & Overtime
I wish I had the connection to actually play online and see this first hand, but if healing is a problem, why not cap the max amount healing can go up to in OT?
If players can no longer be brought back to full health, no one will be going into a fire fight with full health, making OT damage still a factor without making my beloved volt mitts or the aerosol and HMC useless in OT.
Just my thoughts, take from it what you want, it may be completely skewed from having very little online experience.
If players can no longer be brought back to full health, no one will be going into a fire fight with full health, making OT damage still a factor without making my beloved volt mitts or the aerosol and HMC useless in OT.
Just my thoughts, take from it what you want, it may be completely skewed from having very little online experience.
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