drekon -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 20:11:33)
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@ReinVI quote:
and honestly one man army that has to be the most overpowered thing.. ever Turn 1: Debuff ( malf/smoke ) Turn 2: one man army Turn 3+: Profit There are shields and several equipment that could counter the debuff in turn 1 and the buff in turn 2. There are also YETIs that could be used to disable Sidearm and Aux for the duration of the OMA buff. It's not as OP as you make it out to be. If anything, it's the easiest to counter. quote:
Nuke ~ This isn't Call of Doodie a nuke would be pointless at it would kill every player in a match ending it with a draw... The aim is to provide a method of "seemingly" ending a drawn out battle, but still allowing players to survive and potentially having it backfire on the user. For example, you may think you have successfully prevented my team from winning by calling in an FML Nuke, but with a "well timed Field Medic and/or Shield combo" (as mentioned before) I would likely survive and you would not. Ergo your plan backfired and cost you the game in addition to the rare FML Nuke. On the flip side, it could also help you win the battle if you were the one using a strong enough shield when the nuke takes effect. So it's not a guaranteed draw and far from pointless. Lastly, I opened this suggestion for input on changes "you" would make. If you disagree with a proposition, you're free to share any ideas YOU have to make it better. You mentioned in another thread that you'd like to see "better variety/options in battle", but nerfs/buffs have not made that possibly in the past. Each nerf/buff only lead to another build being prevalent and we get less variety. With this, at least we would have all players being able to use different tactics in battle. Tactics that are driven by PvP Drops primarily would offer "better variety/options in battle." @Khalix quote:
This would also lead to people complaining about rich kids getting unfair wins. That's a good point. Changes may need to be made to address that possibility. With the current suggested cost of 200-500 varium, it would alternatively cost 3,100-7,600 Credits. Lowering the cost to accommodate for F2P players would make it easier for P2P players to stock up on a ridiculous amount of TE, similar to what happened in the Infernal Infiltration War. If it was entirely based on PvP and wasn't available for purchase, it would resolve that particular issue and give all players a fair and equal chance of getting TE's. A small few will complain as they usually do, but that's the nature of the beast.
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