Natural Selection 2 > การสนทนาทั่วไป > รายละเอียดกระทู้
flabbyjack 10 ต.ค. 2013 @ 6:39pm
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 ต.ค. 2013 @ 7:11pm 
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 ต.ค. 2013 @ 7:35pm 
โพสต์ดั้งเดิมโดย 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.
#sixtyeight 10 ต.ค. 2013 @ 11:55pm 
โพสต์ดั้งเดิมโดย 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 ต.ค. 2013 @ 12:16am 
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.
ได้รับการแก้ไขครั้งสุดท้ายโดย Hobocop; 11 ต.ค. 2013 @ 12:19am
Zombie Cat [PC Master Race] 11 ต.ค. 2013 @ 12:52am 
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 ต.ค. 2013 @ 7:40am 
โพสต์ดั้งเดิมโดย lagosta:
โพสต์ดั้งเดิมโดย 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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