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The reason it works in L4D is because you have constant hordes of enemies or abilities to draw those. Almost no cover, and the option to knock down or permanently kill a player with AoE effects and terrain. Along with win mechanics that focus on survival.
Strinova has non of those, and the reason why it does not work here is because of the massive difference in game mechanics. In strinova you cant die to environment or zombies, meaning there is never a pressure when reviving someone other than the timer. You can crawl into cover and if the enemy does not finish you then you can get revived every single time, and there is a lot of cover in Strinova. It also does not help that the goal of the game is completely different, especialy in Demolition you dont have a goal to ''just survive'', you can in fact reset bomb defusal or even placement countless times if you can just revive after going down. Sending in a player while you cover them, and when they go down just make them crawl into cover and revive, over and over again... is not a fun gameplay mechanic.
Add to this Kokona's instant revive, and Fuchsia's self revive and you got a slugfest.
Teams have to push in at their demise for even a chance of winning otherwise people just revive and stall for time, meaning winning a gunfight and getting out alive means nothing anymore if you are not able to also finish off the player instantly.
It wont work, since both games are fundamentaly different in the goal set to win.
In the old games I used to play, you could be revived unless someone shot several bullets into your downed body, or gibbed you on death with a rocket launcher or grenade. And those games worked just great.
(Biggest issue in those were actually the reverse, where you run up and try to revive someone who taps out = gibs themselves to meet a respawn timer). This issue would only happen in Escort, but even then I think it wouldn't be a huge deal. You'd be a little upset running into danger and they tap out, but you could look at the respawn timer to avoid it.
I'm not sure why they don't let you revive multiple times in Escort and Demolition right now. Only issue I see is if someone keeps peeking as sniper, then crawling back behind cover to be revived, and then peeking again, repeat forever in a duo.
I can see the reasoning behind the one time limited revival per a round for Demolition, but I can't see any reason why's reviving not a thing in Escort.
The same kinda goes for Team Deathmatch, although that'd just ensure always facing at least one Kokona for the drone revival, right?
And from what I do know, people dislike facing Kanami and Kokona players more than anyone else.
Well. Good snipers are scary and the game is suddenly a lot less fun when you get one shotted from significantly far away from your shooting range.
As a side note, I also hate Reiichi for this exact reason.
That first time is already the problem, unless you mean to say first time during the match and not refer to the first time of their life.
There's nothing wrong with that.. But given how oppressive some of the awakenings in combination with some abilities do feel, it's almost as if there wasn't all that lot that the defense can do against the attackers, especially in Demolition matches.
I'd be a lot more up for some more offensive agents on defense, as as things do stand by now, it's only Flavia and her ability isn't even all that offensive, but defensive one that can be used in an aggressive way.
I'm suspecting that this is done lore and design wise, so packing up another Ming on defense, for example, is seen as unacceptable, while I'd a lot rather prefer that.
It's just that the bottom levels of ranks in terms of skill do feel truly one sided, where players don't feel the need to move and reposition a lot whenever defending, then get caught in the storm of the attackers' abilities under whose debuffs winning the engagements proves to be impossible, even in theory and not just in practice.
An agent who could fire back, provide some ability that forces the attackers to take a detour.. One that could be however used in a really versatile and offensive way, similar to Ming's Aegis Absorb or Eika's Purgatory.. Anything, literally, as long as it's having actually impactful debuffs or effects that would force attackers to think twice before entering..
There's another thing, and that's E-Sports.. Where the teamwork is already achieved regardless of the game's and character's design, and adding even easier or more cooperative like abilities could prove to be even more oppressive in the hands of well cooperating teams, making the game all the less accessible to the lone wolves who play alone.
True. The games I recall all had both revive and healing on the same characters who'd support you. Which still matches with Kokona, but few other characters would be able to both revive you and toss a heal on you afterwards to help you get back in shape.