Combat Defibrilators
Posted: Fri 02 Aug , 2013 10:51 am
This might seem like a bit of a whine topic, but bear with me, I feel like I'm going to make some valid points here.
1, If a weapon/accessory is used by an overwhelming amount of the top skilled, and a majority of the medium skilled populace, then clearly it is head and shoulders the best-in-slot option currently.
2, If a weapon/accessory has a multitude of roles/functions, then it needs to be average at them all. Jack of all trades, master of none mentality.
So with those initial points out of the way, onto the weapon itself;
- AoE healing/stunning/disorient. Massive burst healing in a large radius, coupled with a reasonably large damage element at close range, and a mild disorient in the form of flash/blur.
I feel this heals too much for the simplicity of one click. The punching healing is fine but the alt fire is just ludicrous. Completely negates any desire to expend KS1 to take G28, or to expend a main slot to take HMC for healing.
My proposal: Remove any recharge from the defibs, effectively giving them one bar only. An 'ammo' supply if you will. They will still function but not and endless source of ridiculous healing/shielding, which leads me on to..
- Shielding mechanic. Another mention of completely outclassing weapons/accessories. This completely voids riot shield, to the point I haven't seen anyone using riot shield in the past 400 games. Why take a riot shield with movement penalty and no healing functions/extremely limited damage potential, when defibs offers you an amazing shield with no penalty that seemingly absorbs 100's of damage?
I've hit people with full burst fire's and receive no hit sounds, so I'm assuming it's complete 100% reduction rather than the 90% of riot shield. Pure ridicule.
I'll reinforce a previous point - if the majority of the server is using this accessory in their melee slot, then it's clearly far above originally intended capability. Nanoblade is one shot kill and I still only see 2-3 people using it, with myself being one of those. That just sums up how overpowered defibs are.
1, If a weapon/accessory is used by an overwhelming amount of the top skilled, and a majority of the medium skilled populace, then clearly it is head and shoulders the best-in-slot option currently.
2, If a weapon/accessory has a multitude of roles/functions, then it needs to be average at them all. Jack of all trades, master of none mentality.
So with those initial points out of the way, onto the weapon itself;
- AoE healing/stunning/disorient. Massive burst healing in a large radius, coupled with a reasonably large damage element at close range, and a mild disorient in the form of flash/blur.
I feel this heals too much for the simplicity of one click. The punching healing is fine but the alt fire is just ludicrous. Completely negates any desire to expend KS1 to take G28, or to expend a main slot to take HMC for healing.
My proposal: Remove any recharge from the defibs, effectively giving them one bar only. An 'ammo' supply if you will. They will still function but not and endless source of ridiculous healing/shielding, which leads me on to..
- Shielding mechanic. Another mention of completely outclassing weapons/accessories. This completely voids riot shield, to the point I haven't seen anyone using riot shield in the past 400 games. Why take a riot shield with movement penalty and no healing functions/extremely limited damage potential, when defibs offers you an amazing shield with no penalty that seemingly absorbs 100's of damage?
I've hit people with full burst fire's and receive no hit sounds, so I'm assuming it's complete 100% reduction rather than the 90% of riot shield. Pure ridicule.
I'll reinforce a previous point - if the majority of the server is using this accessory in their melee slot, then it's clearly far above originally intended capability. Nanoblade is one shot kill and I still only see 2-3 people using it, with myself being one of those. That just sums up how overpowered defibs are.