Supports SHOULD move slower while Hurt/healing

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by tlbww, October 4, 2010.

  1. tlbww

    tlbww New Member

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    Why can he just target anything and mooch life w/o aiming? That thing has good range and, once they start draining you, there isn't much dodging you can do b4 you die. At the very least, they should be slowed while doing it. Gives ppl a chance to move away. Too many times do you see supports jumping around supporting their turrets w/o much chance of killing them when they have a firebase nearby along with the amazing range of the heal/hurt gun along with not being slowed down. Ever see Supports trot merrily by a Jackbot? A Tank/gunner? Annoys me a lot.
  2. Amaranth

    Amaranth New Member

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    lrn ur class noob.
  3. razman360

    razman360 Member

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    The ray range just needs reducing. Any speed nerf could prevent the healing of some bots etc, not just limit it's offensive uses.
  4. peachypony

    peachypony Active Member

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    people who rely on it are some of the easiest to kill and trap..the damage is so little it gives you plenty of time to counter or run away.
  5. JimCognito

    JimCognito New Member

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    It's a moderate paced guy draining your health at a slow/medium rate, it's not like you could charge, lunge, slam, icetrap away, or if you're a Support get the shotgun and blast him in half!
    I only use the Hurtgun to finish players who're in red health and are trying to run, they usualyy can't use abilities becasue they wasted them on the fight with me and must run while I pace them down.
  6. hostileparadox

    hostileparadox Well-Known Member

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    ^THIS^

    But I only use my hurt gun when:
    A) Ubered up, so I don't die from massive turret/laser blazer fire.
    B) Used on bots since shotgun is ineffective against them
    C) If someone is running away, just out of range of my shotgun

    Hurt gun shouldn't really be used against a full health pro, shotgun gets the job done quicker. All the hurt gun does is give them time to figure out how to kill you.
  7. PohTayToez

    PohTayToez New Member

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    Unless you're a sniper or assassin and they have RoF. In that case you have about 2-3 seconds to get out of range. Assassins can dash or jump, but snipers only have average speed. That kind of makes the hurt/heal gun exclusively a counter to snipers.
  8. hostileparadox

    hostileparadox Well-Known Member

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    Snipers have their ice traps to keep them safe. That's their counter for when someone gets close. Snipers don't run... they shoot heads. ;)
  9. PohTayToez

    PohTayToez New Member

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    That's definitely a point, but I'm not sure it quite compensates. Ice traps, being fixed and visible are completely avoidable. A smart and skilled support should beat a smart and skilled sniper at close range nearly every time.
  10. peachypony

    peachypony Active Member

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    i posted that before RoF worked with the H/H gun. i still think its not that hard to counter. assassins can avoid it easily by cloaking and if you're sniping you shouldnt be letting other classes get in too close for comfort
  11. BroTranquilty

    BroTranquilty New Member

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    nah, speed would reduce the ability for the support to heal teammates and bots.

    c&c renegade is what i reference a lot. on that game the ray for the "repair gun" couldnt wander out from the center on the reticle.

    doing this, supports wouldnt be able to hurt/heal behind themselves. this would only nerf them a little tho, as they can still jump around quite a bit with that. but you could still avoid them by moving far enough out of the direction they are facing. it would also help them heal stuff, since the gun tends to get stuck healing something you dont wana heal anymore and your trying to heal something else nearby it.

    game-mechanic wise, couldnt you make the ray not be able to make such a wild turn? the problem is the weapon's ability to have perfect 180degree trajectory after it has initially locked on that lets it hit people behind the support when the support is no longer facing them. that would be a small but deserved nerf, and also make it EASIER to use as a heal gun because it wouldnt heal what your were healing previously but arent trying to heal anymore (heal one blackjack, then go to heal another and your gun still wants to heal the one your not even facing)

    other than that, you would have to make it not lock on at all so it goes straight to the reticle-dot, which would also make it less ridiculous and make it easier for the support to heal/hurt what he is trying to aim at, but it would be a huge nerf to it as a weapon.
  12. Nayr

    Nayr New Member

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    They nerfed the hurt gun so much that you should be able to either kill the support or get away. Each class has the ability to do so, so DO IT!
  13. Hiero Glyph

    Hiero Glyph New Member

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    Huh? Allowing RoF to affect the H/H Gun actually made it better. Try running a Support with Gold RoF, it's easier than ever to use now. You get Juice faster, heal faster, Shotgun like a mad fool and when Juiced your H/H Gun is insta-death. Nerfed the hurt gun? You must be playing a different game.
  14. BroTranquilty

    BroTranquilty New Member

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    yeah, on A Path Beyond, the repair gun is greatly nerfed. you need a seperate one to heal people as you do vehicles and buildings, and they slowed it so far down.

    however, on MNC (which these are the forums to, the APB forums are here: http://www.apathbeyond.com/forum/), the repair gun is SLIGHTLY weakened and then allowed to be buffed with a endorsement, which is an OVERALL buff for the people using [EDIT: gold] endorsements. [edit]
    Last edited: October 29, 2010
  15. AARPS

    AARPS New Member

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    Silver ROF = slightly lower than previous, Gold = slightly greater.

    How many times have I been in a frantic little pocket trying to hold back waves of bots by juicing my 1 bot, while running around bombing and juggling incoming pros? It's perfectly balanced to hold tough waves in place for long enough for someone backup to arrive.

    Given that it'll already be a different beast in a few days, well even then honestly, I hope the support doesn't get less capable.
  16. jaysofacton

    jaysofacton Active Member

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    VERY slightly. And it also seems as if it juices a lot slower, even with Gold ROF.

    Back to the original post - why would pulling a trigger make you run slower?
    Don't get me wrong the Support is an easy class to play as & once you know him
    inside out he's easy to kill as no-one knows a Supports weaknesses like a good
    Support.
    I used to run Support all the time, but now I love nothing more than hunting them
    down as an Assassin :twisted:
  17. MikeLanglois

    MikeLanglois New Member

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    Iv always thought that while healing, the cursor for the H/H gun shouldn't move off of what its heal/hurting. This means if a support is healing a turret, it can still run around and jump, but it cant heal behind itself, hurt behind itself or anything like that, and the camera will always face that turret.

    So the gun kinda tethers the support to whatever its connected too.

    Granted this does mean supports will always be aiming at a pro if they make the connection, but if the support is looking at you, you can just shoot him in the head. Or a friendly pro can just sneak up behind him.

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