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Recons..

12 replies [Last post]
Fri, 08/07/2015 - 10:14
Blandaxt's picture
Blandaxt

Small suggestion...

Strikers can go fast, guardians can create a field of protection and recons can go invisible plus death mark effect of removing all defenses. Class Tips..

So not that recons are the only ones needing a buff, but i am suggesting a small buff to recons that would change how the battles are fought just a little bit. This buff is short distance teleportation that replicates the abilities of wolvers. This short distance teleportation would function the same as the shield bash where it takes half or more of your shield health to use (Edit: Takes only 20% of your shield's health). This teleportation would allow recons to go over obstacles like walls, traps, and even escape being assaulted. This ability would significantly improve recon's ability to cap points since they can now move easier through the field. This ability would not allow a recon to go through the opposing players base obviously, but would allow the recon to go over a wall to escape a striker. The same button we use for shield bash in the clockwork could also be used for this teleportation. To balanced it out, a recon would not be able to teleport into a guardians shield, or teleport while inside a guardians shield. They also would not be able to teleport while receiving damage, or while under a status effect (Edit: Takes half or more of the shield's health to teleport while under a status). So this ability is purely for reconnaissance or escape and not for battle situations. This way this ability does not directly enhance a recon battle prowess by allowing them to teleport surprise attacks while under damage or a status or while a guardian is in the vicinity (Edit: They can teleport while under a status). But of course it would allow recons to do a surprise attack to strikers, un-shielded guardian and other uncloaked recons that are standing still while capturing a point without showing the warning death mark effect before getting hit by teleporting right to the point where the players are and attacking.

We can always find ways to buff the other classes to make the game more balanced, but for now on this thread i think this ability buff suit recons perfectly where recons are meant to cap more then dish out damage.

Fri, 08/07/2015 - 10:26
#1
Fangel's picture
Fangel
Hmm.

I'm honestly all for class-defined shield bash abilities. Short range teleport is alright, but let's have it be usable when not at 100% shield like our current shield bash requires, and instead use up 20% of our shield bar.

Only conflicting thing for me is if we should be able to use this teleport while cloaked, or if we must be uncloaked to use it. By default players will have to uncloak to make use of the modifier key + shield, but some players such as myself have rebound the shield bash key. It would be really nice if we could teleport while cloaked as it makes recons much harder to fight, but if they teleport too much they'll lose their ability to both teleport and turn invisible temporarily.

Fri, 08/07/2015 - 12:46
#2
Vohtarak-Forum's picture
Vohtarak-Forum
a few things

this is a great idea, it definitely helps balance
but it still needs work, having status should still allow you to teleport, if it didn't this feature would be almost completely useless since we can already creep up on someone without deathmarking them (timing how the sweeping beam hits) and statuses ruin escapes and force cheap kills because the cloak doesnt work with them
also I agree with fangels first paragraph, if it only worked at 100% and took half the shield it would be almost unusable

also in almost every post I see you say "sense" in the wrong context, the word that should be there is "since", theyre 2 very different words and aren't interchangeable

Fri, 08/07/2015 - 13:10
#3
Fangel's picture
Fangel
Agreed

I looked over the status part. Statuses shouldn't affect the teleport necessarily, other than maybe freeze. However, if we can teleport while frozen and stay invisible, it might create some new tactics for recons.
My other fix would have it just move players forwards really fast, however that wouldn't allow us to teleport over walls necessarily. Only balancing feature I'd give the teleport ability is that it can't go through solid walls, only walls you can shoot over. This itself makes it impossible to teleport into the enemy spawn room, as you can't shoot through their barriers.

Fri, 08/07/2015 - 18:06
#4
Blandaxt's picture
Blandaxt
hmm..

@fangel:

- "we should be able to use this teleport while cloaked"

* I agree that using this ability while cloacked should be a possibility. We can always rework the buttons so that it can fit that structure, but it defines recon so that they can move around without being to constricted.

- " but let's have it be usable when not at 100% shield like our current shield bash requires, and instead use up 20% of our shield bar."

* I also agree with this idea. This would really allow recons to be more reliable. \

- "but if they teleport too much they'll lose their ability to both teleport and turn invisible temporarily."

* Even if they were to keep using teleportation, it would be short distance such as a little bit less longer then a knight using the dash ability. And if the teleportation only used 20% of our shield bar, a knight at full shield bar would only be able to use it 5 times consecutively. So instead, how about not putting a restriction on how much the knight can use it sense they already can't use it while receiving damage or under a status. They could use it to dodge attacks or run away, but besides that there aren't much other uses in battle.

- "it can't go through solid walls,"

* For me, as long as the distance of the teleport reaches over the wall and that location is part of the field a player can get to normally, then i don;t see anything wrong with teleporting over a wall that we can;t shoot over. We can balance out teleporting to an enemy spawn room by making that part of the field not part of the map on the enemies map. If it's not part of the map, even if we can see it, we would not be able to teleport to it. Remember that glitch where when we wen't in the elevator room we could go to a hidden area in haven that was not meant for player to be able to access? We could see players near where the elevators are but pass the elevators in an area we should not be able to walk too. That area was part of the field, but was nowhere on our maps. This would function the same way where we can see the enemy spawn camp, but can;t access it by walking to it cause of the barrier, and won;t be able top teleport to it cause it's not part of the map. Though wolvers have been able to teleport of the map before, but that should just be a programming bug lol and not an intentional function.

@Vohtarak-Forum:

- "having status should still allow you to teleport"

* I'm not sure if this is balanced though sense while having a status, were suppose to be hindered. Okay how about this, while under a status, teleporting takes half of the shield bar. Would this balance it out? Though the status would not disappear after teleporting, so if your frozen etc..then you will stay that way till the duration of the status is done.

- "you say "sense" in the wrong context,"

* Thanks for the correction. I'll edit my post right away. :)

Sun, 08/09/2015 - 07:00
#5
Vohtarak-Forum's picture
Vohtarak-Forum
im back

I like the half shield idea while statuses, but I have a new thing to add

less than a dash? really? we might as well not even have it as any weapon would still hit your the attacker has half decent aim, the minimum distance should at least be 1.5 times the length of a dash, its a teleport not a hop

Sun, 08/09/2015 - 10:29
#6
Blandaxt's picture
Blandaxt
nope

@Vohtarak-Forum:

The point of this is not to use it to dodge weapons but to run away by teleporting over a wall. Or make it easier to capture points by going over walls blocks, etc..

Dash should still be the main movement to use when dodging.

Mon, 08/10/2015 - 11:13
#7
Vohtarak-Forum's picture
Vohtarak-Forum
um

if its less than a dash you would need to press against a 1 tile thick wall to get past it, and since most levels have thicker walls or walls with holes behind them that would only work in a couple places

Tue, 08/11/2015 - 10:32
#8
Fangel's picture
Fangel
Yeaah

Just keep the teleport distance at shield bash length. That is already just a single tile longer than the dash, and it's reasonable. I'd say the shield bash should double health used when under a status, thus 40% instead of 20%.

Tue, 08/11/2015 - 11:50
#9
Vohtarak-Forum's picture
Vohtarak-Forum
yeah

as long as you can get through the thick walls (almost all of lockdown is thick walls) its fair

Sat, 08/15/2015 - 19:19
#10
Blandaxt's picture
Blandaxt
hmm,

We could have a pre-programed layout that shows players that chose the recons class when they can teleport over a wall or when they can teleport to a specific location at all. This system can work similar to the guild modification system where it says where you can place down a furniture. This would really help all players with the recon class how to maneuver around the battle field without any guess work.

Sun, 08/16/2015 - 03:00
#11
Fangel's picture
Fangel
That's an idea

Potentially have a blue dotted line sticking out of yourself that shows the maximum distance your teleport will go? If it's red then you will only teleport to the furthest out blue point.

I would say however that pressing and holding shield bash would do the teleport, and to toggle the teleport distance indicator you'd tap shield bash.

Sun, 08/16/2015 - 04:45
#12
Holy-Nightmare's picture
Holy-Nightmare
+1

One thing the recon really lacks right now is the power to take advantage of it's deathmark. If it somehow deathmarks a striker and the strikers runs out of shield the recon can't move any faster than a walking striker. With a teleport you could be on them in seconds to cut them down.

Teleporting would also help out when you need to get out of a bad situation. I have a feeling that some players alter the particle effects of footsteps to see where recons are walking (seriously, walking in the middle of an empty lane and striker comes out of no where and starts following and killing you while you're invisible) but some are good at predicting (the ones who run about but hit you like 50% of the time).

That being said

REMOVE RECON FOOTSTEPS!

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