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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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How to fix chasing and nerf punting with *ONE* perk.

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 How to fix chasing and nerf punting with *ONE* perk. 
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ZProtoss

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Joined: Thu Feb 19, 2009 1:58 pm
Posts: 427
Post How to fix chasing and nerf punting with *ONE* perk.
Secondary Perk: Lightweight

Effects: Increases impulse received by explosive damage by 1.5-2x (needs testing for exact) - This perk disables health regeneration.

This perk would allow chasers to rapidly gain speed on cappers. The regeneration downside would have very limited effect on chasers because it's rare that they can regenerate mid-chase anyways. Conversely, the lack of regeneration would make this perk very poor for any sort of offensive role. Cappers need to regenerate to grab flags at full HP, and any form of LO/HO relies heavily on regeneration when they're at the enemy base.

The main reason why most forms of burst impulse are weak is due to worrying about the boost burst impulse would have on the non-chasing elements of the game. By adding the downside of "no health regen" to the perk, you essentially create something that is crafted specifically for the benefit of chasing.

Post in this thread actively - lets make this happen :]


Edit:

I would also like to point out that in addition to helping chasing, this change would also indirectly nerf punting. Chasers would be on top of punts much faster than they are currently capable of right now. Meaning that anything but the most organized of punt strategies would fail against the newly empowered chasers.

Last edited by ZProtoss on Fri Apr 27, 2012 2:34 pm, edited 2 times in total.

Fri Apr 27, 2012 7:50 am
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Tramadolol


Joined: Sat Feb 04, 2012 9:47 am
Posts: 610
Post Re: How to fix chasing with *ONE* perk.
No.
I don't like being punished for doing my job.
Fix discjumping already... that's all.


Fri Apr 27, 2012 7:52 am
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EvilKoala


Joined: Wed Oct 26, 2011 5:08 pm
Posts: 368
Post Re: How to fix chasing with *ONE* perk.
+1

Doo et


Fri Apr 27, 2012 7:52 am
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Pumpelche
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Joined: Tue Aug 09, 2011 2:22 am
Posts: 1889
Location: Switzerland
Steam Gamer Name: Pumpelche
Post Re: How to fix chasing with *ONE* perk.
I like that.

I will chase the hell out of side-ways-cappers with my Jugg.

A clear +1 here.
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Fri Apr 27, 2012 7:53 am
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EvilKoala


Joined: Wed Oct 26, 2011 5:08 pm
Posts: 368
Post Re: How to fix chasing with *ONE* perk.
Tramadolol wrote:
No.
I don't like being punished for doing my job.
Fix discjumping already... that's all.


The problem is if disc jumping were more effective, it'd just make for faster cappers with the regen as it is.


Fri Apr 27, 2012 7:54 am
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ZProtoss

Alpha Tester
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Joined: Thu Feb 19, 2009 1:58 pm
Posts: 427
Post Re: How to fix chasing with *ONE* perk.
Tramadolol wrote:
No.
I don't like being punished for doing my job.
Fix discjumping already... that's all.


You can't straight buff disk jumping, because then you buff cappers who are using DJs on their routes. Most of the benefit that chasers would be getting would be drastically offset by dramatically faster routes.


Fri Apr 27, 2012 7:56 am
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danbodaxter


Joined: Wed Feb 03, 2010 8:12 am
Posts: 27
Post Re: How to fix chasing with *ONE* perk.
Sounds a bit better but it could still effectively be used for capping - not every decent capper waits for his health to regen while on a route (I certainly don't), and does it really matter that you're down to 700 health if you're now rocketing towards the flag on a BTF 300+ ?

Plus the design of perks is that they have no negative downsides.

An alternate though still flawed solution is to flatly increase the strength of discjumps and then decrease that strength to current levels while you're carrying the flag.

This is unrelated, but the thrust pack should make you drop the flag upon using it.


Fri Apr 27, 2012 7:58 am
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ZProtoss

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Joined: Thu Feb 19, 2009 1:58 pm
Posts: 427
Post Re: How to fix chasing with *ONE* perk.
danbodaxter wrote:
Sounds a bit better but it could still effectively be used for capping - not every decent capper waits for his health to regen while on a route (I certainly don't), and does it really matter that you're down to 700 health if you're now rocketing towards the flag on a BTF 300+ ?

Plus the design of perks is that they have no negative downsides.

An alternate though still flawed solution is to flatly increase the strength of discjumps and then decrease that strength to current levels while you're carrying the flag.

This is unrelated, but the thrust pack should make you drop the flag upon using it.


Getting to 300+ requires a setup route + 2 nitrons and a bolt/disk jump in most cases. That's way more overall impulse than one nitron (with this perk) gives you. Also without egocentric, a nitron is going to be doing 300 self damage, resulting in 600 HP cappers (if you tried to cap with it).

This perk would not be anywhere close to optimal or really even usable for capping against competent players.


Fri Apr 27, 2012 8:02 am
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Vypur


Joined: Thu Dec 08, 2011 1:47 am
Posts: 436
Post Re: How to fix chasing with *ONE* perk.
+1


Fri Apr 27, 2012 8:08 am
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earwax1uk


Joined: Tue Sep 06, 2011 6:06 am
Posts: 17
Post Re: How to fix chasing with *ONE* perk.
Good idea. Let's implement this now!
+1


Fri Apr 27, 2012 8:14 am
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