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Post by Cory Trese on Dec 15, 2015 13:46:48 GMT -5
Full Auto would have killed more of them =)
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Post by CdrPlatypus on Dec 15, 2015 21:57:13 GMT -5
fallen , Cory Trese I know this will be as popular as when i requested nerfing health potions in HOS , but I think suppressing fire should be a limited use talent.
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Post by Brutus Aurelius on Dec 15, 2015 22:02:33 GMT -5
fallen , Cory Trese I know this will be as popular as when i requested nerfing health potions in HOS , but I think suppressing fire should be a limited use talent. No, no, no, and no. In fact, I am torping you for even suggesting such a sacrilegious line of thought.
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Post by fallen on Dec 15, 2015 22:02:52 GMT -5
fallen , Cory Trese I know this will be as popular as when i requested nerfing health potions in HOS , but I think suppressing fire should be a limited use talent. That's an intense idea. The outcry would probably bring the walls down here.
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Post by ntsheep on Dec 15, 2015 22:15:27 GMT -5
fallen , Cory Trese I know this will be as popular as when i requested nerfing health potions in HOS , but I think suppressing fire should be a limited use talent. Better put extra armor on the rear end of your mobile suit because your ass is so getting kicked.
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Post by wascalwywabbit on Dec 15, 2015 22:27:32 GMT -5
Thumbs up all around for the suggestion and responses to CdrPlatypus. A fun read, Gundam is hardcore after all... Btw Gundam auto corrects to fundamental, i.e. Gundam is fundamental...
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Post by algesan on Dec 16, 2015 9:46:03 GMT -5
fallen , Cory Trese I know this will be as popular as when i requested nerfing health potions in HOS , but I think suppressing fire should be a limited use talent. So I guess you might be against having the ability to use starting SP to buy ordnance items? Really only useful in some closed games and lower difficulty levels, but you could burn your Swap and potential calling in new Templars in an open game.
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Post by Cory Trese on Dec 16, 2015 9:53:10 GMT -5
fallen , Cory Trese I know this will be as popular as when i requested nerfing health potions in HOS , but I think suppressing fire should be a limited use talent. So I guess you might be against having the ability to use starting SP to buy ordnance items? Really only useful in some closed games and lower difficulty levels, but you could burn your Swap and potential calling in new Templars in an open game. I've been experimenting with how to get the code to support this. It wasn't something that came up in the Alpha, and I sorta coded myself into a corner on it, but it is something that, to me, makes sense as a rule.
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Post by algesan on Dec 16, 2015 10:03:32 GMT -5
So I guess you might be against having the ability to use starting SP to buy ordnance items? Really only useful in some closed games and lower difficulty levels, but you could burn your Swap and potential calling in new Templars in an open game. I've been experimenting with how to get the code to support this. It wasn't something that came up in the Alpha, and I sorta coded myself into a corner on it, but it is something that, to me, makes sense as a rule. Heh, if it can't be done, it can't be done.
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Post by Cory Trese on Dec 16, 2015 10:09:15 GMT -5
I like the idea though, it makes sense to me.
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Post by CdrPlatypus on Dec 17, 2015 9:36:55 GMT -5
fallen, Cory Trese my reasoning for changing supressing for to a limited use talent is to bring it in line with the other talents that have the same hit box pattern and potential. All grenades and napalm talents are limited use. Feels like a balance issue to me. Also I feel heat waves on the hydra should be changed to a non limited use talent
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Post by fallen on Dec 17, 2015 11:30:56 GMT -5
fallen, Cory Trese my reasoning for changing supressing for to a limited use talent is to bring it in line with the other talents that have the same hit box pattern and potential. All grenades and napalm talents are limited use. Feels like a balance issue to me. Also I feel heat waves on the hydra should be changed to a non limited use talent Ok, we will take a hard look at it. We know how it feels to have anything nerfed in a game, so we do that very carefully. Thanks for your support!
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Post by ntsheep on Dec 17, 2015 11:44:46 GMT -5
fallen, Cory Trese my reasoning for changing supressing for to a limited use talent is to bring it in line with the other talents that have the same hit box pattern and potential. All grenades and napalm talents are limited use. Feels like a balance issue to me. Also I feel heat waves on the hydra should be changed to a non limited use talent That's valid reason there. I still think it should stay as is. Perhaps make it Tactics based like the Hydra's Napalm Charge would be one way to even things up if needed. All plays with Neptunes the heat built up from using anything has been the balance to me. With the new heat rules a few updates back, it really forced some changes in how much talents like SF are used and what support is needed.
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Post by Cory Trese on Dec 17, 2015 11:59:27 GMT -5
If anything I'd advocate balancing using Heat at this point, rather than max uses.
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Post by ntsheep on Dec 17, 2015 12:26:09 GMT -5
If anything I'd advocate balancing using Heat at this point, rather than max uses. My point exactly. The insane amount of heat you have to juggle when using a Neptune is the balance part. Even with the best armor, if a xeno gets near a Neptune, he's a sitting duck. Those damn Lancers don't care if the can't move or not, if they're in range, they shoot back. The Neptune is a powerful specialist, but they have weaknesses that require a lot of thinking and planning to overcome.
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