Natural Selection 2 > Discussões gerais > Detalhes do tópico
flabbyjack 10/out/2013 às 18:39
End the medpack spam
I'm tired of chomping marines while they are wading in a field of medpacks. Medpack drop spam is OP. Either it needs to cost more resources or there should be a (reasonable) delay timer of a couple seconds. Please discuss.
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Hobocop 10/out/2013 às 19:11 
The current delay is reasonable enough. Bumping it up to a couple of seconds would just be obnoxious and makes the marine commander's job more difficult than it already is.

The real issue is that it's too easy with the current state of strafe jumping to survive for extended periods of time while getting medspammed.
Cypher 10/out/2013 às 19:35 
Escrito originalmente por Hobocop:
The current delay is reasonable enough. Bumping it up to a couple of seconds would just be obnoxious and makes the marine commander's job more difficult than it already is.

The real issue is that it's too easy with the current state of strafe jumping to survive for extended periods of time while getting medspammed.

I agree with this. Medpack-spam isn't that big of a deal most of the time (especially considering not all commanders are able, or willing, to spam meds while still performing other tasks). What really gets annoying is watching a marine bunny-hop to victory.
marko 10/out/2013 às 23:55 
Escrito originalmente por Hobocop:
The current delay is reasonable enough. Bumping it up to a couple of seconds would just be obnoxious and makes the marine commander's job more difficult than it already is.

The real issue is that it's too easy with the current state of strafe jumping to survive for extended periods of time while getting medspammed.

There is practically no delay. When I have the res and my team is attacking the hive to end the game, I can literally cover the entire room in health packs and ammo packs in seconds, lol. This is just one aspect of the Marine mechanics that needs to be toned down.
Hobocop 11/out/2013 às 0:16 
There's a 0.6-ish second delay between medpack pickups on marines regardless of how quickly you can spam them out as a comm. This is already a big enough deal as is in practice, and adding any more delay is going to quickly move combat medpacking into the useless territory.
Última edição por Hobocop; 11/out/2013 às 0:19
Zombie Cat [PC Master Race] 11/out/2013 às 0:52 
medpspam ceassed to be a problem,as others have pointed out, when there was an update which actually limited the marines ability to pickup medpacks within a certain time period, in this case 0.6 seconds.
Nali Warcow - Mooing' 11/out/2013 às 7:40 
Escrito originalmente por lagosta:
Escrito originalmente por Hobocop:
The current delay is reasonable enough. Bumping it up to a couple of seconds would just be obnoxious and makes the marine commander's job more difficult than it already is.

The real issue is that it's too easy with the current state of strafe jumping to survive for extended periods of time while getting medspammed.

There is practically no delay. When I have the res and my team is attacking the hive to end the game, I can literally cover the entire room in health packs and ammo packs in seconds, lol. This is just one aspect of the Marine mechanics that needs to be toned down.
In NS1 this was never a problem? XD
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Publicado em: 10/out/2013 às 18:39
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