Comm health should scale with the number of people in the game (or on the team or something). In a 6 on 6 game the comm can take more damage then the entire team and its tanks combined, but in a 16 on 16 game the comm is never more then a tank rush from flaming death. If half the enemy team tank rushes its judgment day in a 32 player game but turret food in a 12 people game. I think this is why people can say the comm has too much health and too little health and both be right, it just depends on how many people are shooting at the thing. Especially once 9 mine is removed and rails nerfed comm will require several people to kill, which is hard to do if several people is your entire team. I would think it would update as players join and leave ideally, and be based on the total players in both BE and NF, so noone gets an advantage. When someone joins and leaves the health remain proportionally the same, so the comms healthbar does not appear to change, it just represents more or less health. I dont know what the actual numbers would be like and anyway it would depend on how much damage rockets and DU and stuff do in the next patch. The health gain might want to decrease with each additional player or cap out at some point to avoid becoming an OM NOM NOM NOM infantry eating beast in big games. Pros - comm roughly equally hard to kill in all game sizes, improving balance Cons - illogical/unrealistic - could lead to some really tough comm vehicles in big games and really paper comms in small games - sounds unpossible, although I don't know - comm already can be used to attack if you are careful, more health would make it worse. edit: 50% more suggestion
Finally no more matches with 2 vs 2 that last 2 hours, Finally no more matches with 16 vs 16 where the game ends in an instant... This sugestion is aproved.
I think that the scaling should be fixed, and not "percentage dependant". So if like less than 10 players total, 50-75% less than current, 20 players total, normal, and then 30+ it would be 125-150%. Supported.
*hmm, lets try to kill the enemy cv on my test server* *Takes out Pistol2* <shoots> *Omg, I just killed the enemy cv using a pistol :S* _______________________________________________ If that happend I would start to laugh seriously....
would have to be a server option, bu thats no biggie. here is the problem, when is the count taken? is it when com vote period ends? is it constantly updated? if the former then what happens when people enter/leave a server? if the latter then what happens if it is has damage then some magic numbers of players joins/leaves the server? i like the idea but there are questions that need to be answered.
I really like this idea. I think o__O already said that the % remaining health of the cv would be the sam independand of players joining or leaving. So if we say this suggestion was implemented so that the cv got 20 extra health for each player joining (just pulling numbers out of my ass) and it was at 50% health it would gain a 10 bonus hp( 50% of 20) for each player joining and lose 10 hp for each player leaving.
Instead of changing the comm's health, change the damage the comm takes. A multiplier is easier to change mid-game, and can be applied differently to different weapons. The com's health can remain a constant.
com chassis hp *2 plates of armor on each side = (total players in server) / 2 (MAT) /2.5 something like this?
I like the damage modifier version of the idea. However, it should not make the comm any easier to kill, as a single rail heavy getting up behind it can still kill it in seconds. I have an alternative suggestion: When the comm enters the commanding "mode", the command vehicle takes half damage. Prevents most versions of instant death from a lone gunman, and so requires teamwork. However, if the comm runs off on his own, he's still easy meat.