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  1. #1
    McSic's Avatar L e a d e r

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    Originally Posted by Akimbo View Post
    no point playing risky cuz hard to rush and kill 1 when they using pills/vials.

    most cwers prefer the playstyle with meds over vials but don't have a choice cause pills/vials is op.

    theres a reason why 99% of the people cwing are using pills/vials instead of meds cuz its op.

    total hp/ap healed by pills/vials = 90 + 150 = 240
    total hp/ap healed by meds = 280
    I've seen you playing CWs yesterday and there were people using meds instead of pills/vials, I also know some people that rather use meds in CWs than pills/vials, so that 99% is exaggerated.

    Ultimate Meds: 7 x 20 = 140 -> x2 = 280
    Pills: 6 x 15 = 90 -> x2 -> 180
    Vials: 6 x (5 x 5 sec) -> 150 -> x2 = 300

    So currently pills already heal much less than meds - and vials heal over time (5 secs per vial), so with vials it takes much longer to fully heal up. Pills/Vials' true advantage is that they're easy to use and you don't need to stop fighting to heal up, especially when vials are used in combination with pills. Even if they heal less, that advantage is a big advantage in the right hands.

    I don't think nerfing or removing pills/vials to the point of them becoming 'unuseable' is an appropriate solution, as BloodKiller said that would just force everyone to use meds and camp playstyle again.

    I'm not against modifying them though, for example a little less heal per tick, if more people think that they need to be nerfed to be on an even playing field with meds (but I also think that meds are great in some situations, if used correctly by the right players).

    But: Right now we are seeing regular pills/vials competing with donation meds, imagine what would happen if we add donation pills/vials, we would definitely have to balance them first if we decide to add donation ones.

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  3. #2
    Faky's Avatar Stop Being Fake

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    Originally Posted by McSic View Post
    I've seen you playing CWs yesterday and there were people using meds instead of pills/vials, I also know some people that rather use meds in CWs than pills/vials, so that 99% is exaggerated.

    Ultimate Meds: 7 x 20 = 140 -> x2 = 280
    Pills: 6 x 15 = 90 -> x2 -> 180
    Vials: 6 x (5 x 5 sec) -> 150 -> x2 = 300

    So currently pills already heal much less than meds - and vials heal over time (5 secs per vial), so with vials it takes much longer to fully heal up. Pills/Vials' true advantage is that they're easy to use and you don't need to stop fighting to heal up, especially when vials are used in combination with pills. Even if they heal less, that advantage is a big advantage in the right hands.

    I don't think nerfing or removing pills/vials to the point of them becoming 'unuseable' is an appropriate solution, as BloodKiller said that would just force everyone to use meds and camp playstyle again.

    I'm not against modifying them though, for example a little less heal per tick, if more people think that they need to be nerfed to be on an even playing field with meds (but I also think that meds are great in some situations, if used correctly by the right players).

    But: Right now we are seeing regular pills/vials competing with donation meds, imagine what would happen if we add donation pills/vials, we would definitely have to balance them first if we decide to add donation ones.
    ^this JP explained very well and 1 more advantage of medical/repair kits is you can share meds with anyone (team players have to choose meds for better teamwork)

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  4. #3
    Freestyler

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    Originally Posted by Faky View Post
    ^this JP explained very well and 1 more advantage of medical/repair kits is you can share meds with anyone (team players have to choose meds for better teamwork)
    Or get killed by an enemy and then he can steal the meds and kill your team mates when you tell them he is low

  5. #4
    Freestyler

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    Originally Posted by McSic View Post
    I've seen you playing CWs yesterday and there were people using meds instead of pills/vials, I also know some people that rather use meds in CWs than pills/vials, so that 99% is exaggerated.

    Ultimate Meds: 7 x 20 = 140 -> x2 = 280
    Pills: 6 x 15 = 90 -> x2 -> 180
    Vials: 6 x (5 x 5 sec) -> 150 -> x2 = 300

    So currently pills already heal much less than meds - and vials heal over time (5 secs per vial), so with vials it takes much longer to fully heal up. Pills/Vials' true advantage is that they're easy to use and you don't need to stop fighting to heal up, especially when vials are used in combination with pills. Even if they heal less, that advantage is a big advantage in the right hands.

    I don't think nerfing or removing pills/vials to the point of them becoming 'unuseable' is an appropriate solution, as BloodKiller said that would just force everyone to use meds and camp playstyle again.

    I'm not against modifying them though, for example a little less heal per tick, if more people think that they need to be nerfed to be on an even playing field with meds (but I also think that meds are great in some situations, if used correctly by the right players).

    But: Right now we are seeing regular pills/vials competing with donation meds, imagine what would happen if we add donation pills/vials, we would definitely have to balance them first if we decide to add donation ones.
    not 99% but close to 70-80% id say. was cwing ytd 4s/5s and all the good players were using pills/vials. i think its pretty obv that 40 dmg difference between health gained is no brainer to use pills/vials. like using meds takes wayy longer than using pills/vials you also need to account for time finding a same spot to use meds. for pills/vials u can pretty much do it whenever cause u dont have to say completely still. so ye all that time u spent wasting u can easily make up for the 40dmg difference.

  6. #5
    Bunny's Avatar woof.

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    Originally Posted by Akimbo View Post
    not 99% but close to 70-80% id say. was cwing ytd 4s/5s and all the good players were using pills/vials. i think its pretty obv that 40 dmg difference between health gained is no brainer to use pills/vials. like using meds takes wayy longer than using pills/vials you also need to account for time finding a same spot to use meds. for pills/vials u can pretty much do it whenever cause u dont have to say completely still. so ye all that time u spent wasting u can easily make up for the 40dmg difference.
    Seems like the main argument in favor of their nerf is the less time it takes to use them. With vials, you let them tick while you fight, and pills are instant. What if their delay was increased (how fast they can be used, or how long you are stuck in the healing animation, kind of like the way they increased the reloading time on the heavy weapons, before you can switch back to guns and deal effective damage again, but in pills/vials case, there would be a 'slowmotion' effect of taking them, and they wont apply healing until the end of the animation)? This maintains the comfortableness of not having an entity that takes a while to drop to the floor and be picked up, but making it still take long to heal, so you would lose damage if you choose to use them as they take longer to heal up.

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