#1
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Weighted heals
I'm talking about the little healthpacks that drop when you kill someone. I was thinking about how it could vary depending on how many bars the person killed had. For example:
1 bronze bar = 2% heal 1 silver bar = 8% heal 1 gold bar = 25% heal I'm not actually suggesting these numbers, just slapped them in for the example. |
#2
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#3
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Dude do you know how hard it is to kill a gold barred player who knows what he's doing? Weighted heal would make it even harder.
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#4
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I don't think he's talking about repair drone.....just the health packs that spawn from death
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#5
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Same difference -> gold bars -> more speed+more energy+more maneuvrability -> a lot faster plane when afterburning -> pick up all the powerups you want
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#6
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I think, u a bit misunderstand them, storm. He talk about hp, which u leave after ur own death. And if u have 3 gold bars, u will drop more hp.
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#7
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chars......imo
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#8
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Oh lol, my bad. The suggestion makes more sense this way and I might be inclined to agree with it.
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#9
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Dont think this will help. |
#10
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odds are if you go in for a 'cluster kill', you're going to get back to full health regardless if it's the current system or this proposed one. I suggested this based more on one-on-one (mostly) encounters.
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#11
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When taking that into consideration, I think this could be a nice idea. You should be rewarded for taking down someone with gold bars, and you probably took a lot of damage in the process anyway.
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#12
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Mled dont need this. Mled gonna kill u. All of u.
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#13
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Ok so if im right what you mean is:
Whenever you kill an enemy he drops a small healthpack. Say: your enemy has no bars, you kill him. The healthpack restores 100 health. Every additional bar gives 10 additional health. So killing someone with 3 gold bars would make the healthpack restore 190 health. Is this correct? If so, interesting suggestion. (note: the numbers are examples) |
#14
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#15
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Furthermore, a H.A/T.A runner cant be stopped because he will take his enemies and his friendlies hp and thus will always have full hp. |
#16
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