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  • "Mc_Mojo_Jojo" started this thread

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: Oct 15th 2014

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1

Wednesday, October 15th 2014, 3:06pm

Unlimited Motion Sensor Balls - with downtime

Hi Symthic community! Before I continue with my post, I would just like to say that this website is AWESOME and a big thanks to the guys maintaining it.


Now with regards to my thread:

Assault can constantly put down medpacks (with short delay ofc in between), support can constantly put down ammo packs, Engineers can constantly repair with the repair torch, why cant recon constantly throw motion sensor balls?

Having only 3, really limit's the usefulness.

Most people dislike recon for not helping the team. I mostly play recon with carbines, as I find a strategic spawn beacon and use of motion sensor's can really help the outcome of a rush / obliteration game. But being limited to 3 motion sensor balls really makes no sense to me, if assault has no limit on medpack or support on ammo.

Making sensor balls unlimited will also encourage aggressive recon and team play - and I really cannot see how this could be overpowered.

Does anyone disagree with this?

Frosty

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Wednesday, October 15th 2014, 3:52pm

I propose the alternative of allowing recons to pick up their expired motion sensors for "recharge". That would be much less restrictive on the recon but still force some tactical consideration when throwing them. Also, increase their number to 4 by default and 6 with Spec Ops.

Pastafarianism

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Wednesday, October 15th 2014, 5:01pm

Quoted

Hi Symthic community! Before I continue with my post, I would just like to say that this website is AWESOME and a big thanks to the guys maintaining it.


Now with regards to my thread:

Assault can constantly put down medpacks (with short delay ofc in between), support can constantly put down ammo packs, Engineers can constantly repair with the repair torch, why cant recon constantly throw motion sensor balls?

Having only 3, really limit's the usefulness.

Most people dislike recon for not helping the team. I mostly play recon with carbines, as I find a strategic spawn beacon and use of motion sensor's can really help the outcome of a rush / obliteration game. But being limited to 3 motion sensor balls really makes no sense to me, if assault has no limit on medpack or support on ammo.

Making sensor balls unlimited will also encourage aggressive recon and team play - and I really cannot see how this could be overpowered.

Does anyone disagree with this?

I love this idea. However, would they be destroyable by the enemy team?

Symthic's Friendly Neighborhood Pastafarian


Master of nothing, mediocre at everything... except dropping ammo boxes. I do that like it's my fucking job.
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You're into Chinese nowadays?
No, but i am into immature jokes about sexual intercourse with cats with a pinch of stereotypical asian accent. :D

Thanks razal.

I don't even have a big neck.

I didn't know vertigo could disrupt one's sense of size.


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Wednesday, October 15th 2014, 5:05pm

ammo regen pls
[Aristocrat's Shoes]
TLDR -
Teamwork is where players function by themselves, but their effectiveness is multiplied when they work together. Not a checklist of "did we bring a healer so we can start playing?"

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Wednesday, October 15th 2014, 5:08pm

I rrally like this idea. Of course, the timing of recharges would need to be played with, but I think it would encourage more aggressive recon use.

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Wednesday, October 15th 2014, 5:10pm

if you want constant, drop a TUGS

or use a MAV

I don't understand why anyone would think unlimited motion ball spam would be balanced - you can't destroy TEMPORARY motion balls. you can destroy PERMANANT tugs/mav. it's a trade-off

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7

Wednesday, October 15th 2014, 6:00pm

if you want constant, drop a TUGS

or use a MAV

I don't understand why anyone would think unlimited motion ball spam would be balanced - you can't destroy TEMPORARY motion balls. you can destroy PERMANANT tugs/mav. it's a trade-off

Winner! It becomes the default Recon gadget. And when I say Recon, I mean Recon; not Sniper. Those are two totally different playstyles. Unless the auto replenish time initiates once the final Motion Sensor has been thrown and the delay is long enough to match the average life-span of a Recon, then I don't see this as balanced. They are balanced as is. Leave them be.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

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No Slowdown Data

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AccelerationInputThreshold 0.98
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No Auto Rotation Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


Pastafarianism

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8

Wednesday, October 15th 2014, 7:28pm

Quoted

if you want constant, drop a TUGS

or use a MAV

I don't understand why anyone would think unlimited motion ball spam would be balanced - you can't destroy TEMPORARY motion balls. you can destroy PERMANANT tugs/mav. it's a trade-off

Winner! It becomes the default Recon gadget. And when I say Recon, I mean Recon; not Sniper. Those are two totally different playstyles. Unless the auto replenish time initiates once the final Motion Sensor has been thrown and the delay is long enough to match the average life-span of a Recon, then I don't see this as balanced. They are balanced as is. Leave them be.

I disagree, albeit respectfully.

TUGS: A great gadget; however, totally a defensive one, mainly designed for keeping an eye on MCOMs or for snipers watching their back.

MAV: It should be more powerful than the balls, I agree. It's a specialist gadget, no doubt. It's an offensive or defensive gadget... But a strange one. I like placing it on the front lines, and keeping an eye on enemies up there, but keeping myself defending. That's how I use it.

A slow recharge (45-60 seconds per ball) and a slightly reduced radius would make these better, IMHO. Or, 30 second recharge and an even smaller radius, however I prefer the first option.

I think it'd give more of an incentive to be go aggro recon; at least on 360 rush, we don't have nearly enough.

Symthic's Friendly Neighborhood Pastafarian


Master of nothing, mediocre at everything... except dropping ammo boxes. I do that like it's my fucking job.
BAND RECOMMENDATION OF THE WEEK (or really till whenever I update it): I don't really have much if I'm being honest. Give me some metalcore recommendations and I'll try 'em out
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Quoted


You're into Chinese nowadays?
No, but i am into immature jokes about sexual intercourse with cats with a pinch of stereotypical asian accent. :D

Thanks razal.

I don't even have a big neck.

I didn't know vertigo could disrupt one's sense of size.


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Wednesday, October 15th 2014, 7:49pm

Yeah, this seems like a bad idea. It would devalue the support class and make players more self-reliant.

C0llis

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Wednesday, October 15th 2014, 7:58pm

A slow recharge (45-60 seconds per ball) and a slightly reduced radius would make these better, IMHO. Or, 30 second recharge and an even smaller radius, however I prefer the first option.
A long recharge á 45-60 seconds would be a serious nerf from the current state. Why go with motion sensors when you could just chuck a SUAV as often and get a lot more utility?

However, a combination of ammo regen and the current system could work out really nice. This would essentially be like the vehicle ammo system. Start out with a couple of balls and regen them back at a slow pace.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.