Autonomous Charging stations

okay so we know one station will heal the most injured player.

 

but if you place 2 stations. before the other one fades away, would that station then target the second most damaged teammate to make efficient healing? take a look at this picture.

 

okay so, the “numbers is ship” circle shows distance of charging station.  so as we see its currently like, ship “1” and “3” would get efficient healing. (only if the ship “2” is not injuried)

 

so in order to get efficient healing you need to place the stations all around. but why not just make the second station heal the second most damaged player instead. multiple stations is basically useless . so more than 2 healers is not really good if the stations will not target more than one player if both is in range.

 

example for those who did not understand : 

 

ship “2” has 10 precent hp, ship “3” has 30 precent hp, ship “1” has 40 precent. so now since the ship “2” is in range of both stations. the both stations would automatically heal “2” (wont heal double)

as if the ship “2” moves a little bit closer to ship “1” (out of range of the second healing station) then the ship “3” and “2” will get healed. 

 

so my idea is just that, if the second station would know that ship “2” is getting healed by the other station already, it would heal the “second most injuried player in range” wich is ship “3”

 

the way it is now =  makes the 20% cooldown reduction on healing modules for t-rex kinda useless, shield-energy-hull generator has 0 cooldown already. and if the stations is the way it is, then its a little bit useless in my eyes. 

 

6yz9l3.jpg

Man, you summed up your post in the first bit of the post…no need to drag it on that long.  Good idea, but as jrisom says, good luck trying to get it implemented.

It will make them OP, did people forget how we ended up with charging stations in the first place?

it would not been op cause the station fades in 60 seconds after delpoyed. 

A Styx ball with a row of five autonomous hull repair stations. Yeah right…

A Styx ball with a row of five autonomous hull repair stations. Yeah right…

Now do this in sec con with 5 minotaurs, oh crud the mere idea

The stations should heal all ships below 50% AND/OR the lowest % of health left on a ship.  Even though an Engie with 20K hull at 25% strength is in need of repair, a fighter with 24% strength would get priority.  However, if the fighter has 40% of a 12K hull, the engie would still get preference, since his percentage is lower.  What I’m getting at is there is a distinction between the Engie’s ~5K hull and the Fighter’s ~5K hull.

 

Imo, the stations are underpowered and quite useless if the team is getting dominated.  The stations don’t have time to heal one ship enough before someone else gets priority.  If it repairs all ships under 50% AND the lowest %, we’d see a bit more importance of the stations.  If the entire team is at 100% health, but one ship is at 99%, the station would heal that ship back to 100% if it is in range.

 

I could see how this could cause some unwanted frigballs, but I think it’s a decent proposal.  Thoughts?

Now do this in sec con with 5 minotaurs, oh crud the mere idea

 

Minotaurs? what about Nagas, Minotaur heals 333 per station and Naga 420. Those are some hardcore heals.

Thoughts?

No, balls are already very potent and powerful tools, especially on engies with Effectiveness bonus as is. On top of that Spy Drones were nerfed, it take more planning to effectively focus fire a target down that is running Gigas2 and healed by rep and charging balls + hull aura now. And this is a sole purpose of heal balls, protect focus fired target

No, balls are already very potent and powerful tools, especially on engies with Effectiveness bonus as is. On top of that Spy Drones were nerfed, it take more planning to effectively focus fire a target down that is running Gigas2 and healed by rep and charging balls + hull aura now. And this is a sole purpose of heal balls, protect focus fired target

What I’m saying is that the repairs are not enough.  Even a focus-fired ship benefits very little from the repair if his teammates are low in health, too.  1 ship getting repaired out of 12 is pretty weak, imo.

What I’m saying is that the repairs are not enough.  Even a focus-fired ship benefits very little from the repair if his teammates are low in health, too.  1 ship getting repaired out of 12 is pretty weak, imo.

Before you start balancing anything you have to understand a foundation balance of any team based PvP game:

constant variables. It is impossible to perfectly balance a game like Star Conflict for every single game mode there is. This is exactly why we have only Capture The beacon in sec con - this mode is most balanced out of them all, and the game was originally designed around this mode, everything else is a casual fun addition. Good comparison is Beacon Hunt vs Detonation, those 2 modes have tremendous difference in requirements for “efficient” ship on that map and simple change for one mode will have huge ripples in anothers.

You don’t have 12 ships in a range of balls unless it is a Beacon hunt or combat recon (or defence of a last beacon in detonation) trying to accommodate this will easily break other modes, like Capture the beacon or Domination. Even now, 2 stations +aura heal a focus fired target up to a 1000/750/500 hp PER SECOND combined, this is huge dmg reduction, count in self heals and resists bonuses on top of that.

Another important point is that in “organized/competitive” play, targets die 1 by 1 or maybe 2 in the same time in the same battle zone, n one is spreading dmg all over the place, quite often you have 80% of the team at~80% hp while 1-3 targets getting gunned down. And even if a heal ball has to heal 2 targets in the same time (altering every other second between 2) it will out perform healing of an aura.

If you don’t think stations are powerful, it doesn’t mean they are not powerful. I personally ditched Shield Aura long time ago, 2 stations+hull aura+energy aura is way better healing when it matters than a conventional 3 aura build.And it is not only Math or theorycrafting, that what it is. There are a lot of things people do not account for, especially what ships actually flown in the game, what roles of the ship, most common ships, squad compositions.

I agree with kostyan, residente, finemw and evicerator.

 

It would be TOO OP.

 

Imagine a NAGA as residente said. With a lot of resistance. Now take 4 nagas together, all with eclipse launchers, and multiple balls of healing, and auras. You would need 12 gunships with bubble gun to take down this nagaball.

I agree with kostyan, residente, finemw and evicerator.

 

It would be TOO OP.

 

Imagine a NAGA as residente said. With a lot of resistance. Now take 4 nagas together, all with eclipse launchers, and multiple balls of healing, and auras. You would need 12 gunships with bubble gun to take down this nagaball.

 

Actually Ion Emitter and Railguns are most used weapons on SQ, not Bubbles. Railgun DPS and Ion resistance ignoring + the range of both of them make them way more useful that Bubbles.

I agree with kostyan, residente, finemw and evicerator.

 

It would be TOO OP.

 

Imagine a NAGA as residente said. With a lot of resistance. Now take 4 nagas together, all with eclipse launchers, and multiple balls of healing, and auras. You would need 12 gunships with bubble gun to take down this nagaball.

uhm, 4 nagas together against 4 gunships equals 1 naga and one gunship in total.

 

4 nagas cant deal huge amount of damage.

 

every player always deals more damage than he heals.

 

if you had a 12 v 12, and 4 naga’s deploying a couple stations. they would lack in damage, but would only heal 1 player each, = 4 players. 

 

if you had 4 nagas vs 1 ecm, one covert ops, one naga, and a gunship.

 

im quite sure the nagas would die quiteeeeeee fast. 

 

its not about what you think. you need to realise the idea and think how it actually would be.

 

naga’s time to delpoy a station is like 50 seconds. the station before will fade before its even usefull, so you will have one station per naga basically. 

 

a bounch of healers is noting without any backup. 

Remember that Naga has +10% crit chance and 3 capacitor slots, that “Naga can’t deal huge amount of damage is actually not true”.

duh a couple iridium heatsinks? it has 1 cpu. its low dmg in general. 

Pulse Discharger also exist, and Acc Coils with Supernova on Eclipse or Positron can be deadly too.

uhm, 4 nagas together against 4 gunships equals 1 naga and one gunship in total.

 

4 nagas cant deal huge amount of damage.

 

every player always deals more damage than he heals.

 

if you had a 12 v 12, and 4 naga’s deploying a couple stations. they would lack in damage, but would only heal 1 player each, = 4 players.

 

With your crazyass sugestion they would heal 2 targets at the same time…

 

if you had 4 nagas vs 1 ecm, one covert ops, one naga, and a gunship.

 

im quite sure the nagas would die quiteeeeeee fast. 

 

its not about what you think. you need to realise the idea and think how it actually would be.

 

naga’s time to delpoy a station is like 50 seconds. the station before will fade before its even usefull, so you will have one station per naga basically. 

 

a bounch of healers is noting without any backup. 

 

 

Well you are asuming the 4 nagas are being piloted and fitted by someone like you, then that is really true.

 

Also, ECLIPSE Purple + whatever makes it even better = Ubber heal on the focused target, while your teamy of 4 would try to take its hull to 50%, then the aiming overcharge, overcharge, orion, and plasma arc would end. And then all 4 would start grinding your gunship (since the covops would be already dead with the aoe from the eclipse since he would prob be glued to the back of the FIRST Naga, it would be far dead. Thats not even accounting that they are carrying EM torps, i imagine that 4 EM torpedoes comboed to that little squad you mentioned would be vaporized.

 

Now imagine: 420 heal from the station + whatever the nanodrone cloud heals+ i think 250 per shot of every other naga = a BRUTAL heal per second. And accounting that EACH point of hull will be equivalent to almost 3. So, to remove the 20k hull from it, you would have to deal 60k dammage, while they would repair 1000 hull per second, which would mean 3000 hull per second, which would probably nullfy your gunship’s dammage, the covops would die from the aoe very soon after he starts dealing some dammage.

 

 

 

NOW, if you are thinking you can coordinate 12 players to focus fire on those 4 noobie nagas, then it is another story, but still, would require the other 12 players knows how to do their stuff. But hey, you are among them, so i wouldnt bet on that.

Eclipse is OP, please nerf?

 

I have no idea why that mechanic was ever introduced.  The last thing I want is an ally shooting at me, even if to heal me!

Eclipse is OP, please nerf?

 

I have no idea why that mechanic was ever introduced.  The last thing I want is an ally shooting at me, even if to heal me!

 

+1