Change Squad revive

Discussion in 'Feedback' started by ViroMan, Jun 5, 2015.

  1. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Change Squad revive to work as a triple squad aura revive area. No more instant bodies where the squad lead is.

    The premise goes as such:

    Dead people teleporting to the squad lead alive is fucking ridiculous and the MOST OP element in the game. Always has been. Rounds are won/lost often by this tactic.

    Its ridiculous in the notion that it doesn't even fit into the lore of the game let alone the notion that soldiers just pop into existence like a pokemon without a ball. At least in the barracks there is a reason for that.

    A triple squad aura range revive seems like it would cover a suitable large enough area to cover your dead team mates. They shouldn't teleport to you.. just get revived. If the range was increased any larger it might be a bit silly on par with the original in that you can revive from nearly anywhere. If the range was shortened that is acceptable but, the cost of squad rev should be lowered.

    If squad revive was changed thusly or in a similar manner. It would help fix issues with some maps such as escort and money (insert grumblings about the aforementioned maps). Where an engy sneaks past and teleports an entire squad of soldiers behind you. Your team would no longer instantly fail to an engy sneaking up to your commander and teleporting a squad of grens with a scout.
     
  2. ImSpartacus

    ImSpartacus nerf spec plz

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    This is one of those scenarios where we all go, "yeah, you're right. It's overpowered and violates lore. That's a better alternative. But nope, it's not going to change."

    :/
     
  3. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I approve of this suggestion.
     
  4. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    I know, right? I almost didn't post it since I was pretty sure it would be shot down with the idea of "this is how it has always been even if its wrong".
     
  5. Ikalx

    Ikalx Member

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    I dunno, tbh I'd find it better if people just rev'd where they were, instead of an aura distance variable coming into play. At least until we have things like overlays that show the squad aura size and whether or not a body is within that aura.

    Then again if you were going to do something area based, it would actually make more sense if it wasn't just your squad but anyone in that area, wouldn't it? Except that that would be overpowered as all hell.

    Edit: Though actually, if people had a choice to be rev'd where they were or respawn at a barracks without using a ticket, that would be cool.
     
  6. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Well using the keys... the moment the squad lead hits the key to bring up squad powers a ring can show up in the distance to show how far the aura is.
     
  7. Lazybum

    Lazybum :D Staff Member Moderator

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    If this wasn't empires I would think mass rev would function like a reinforcement thing from ro2. Basically it removes the ticket use and allows instant respawn back in where ever. People wouldn't simply get back up wherever they are and keep going or teleport next to the engy.

    Honestly I'm a little indifferent, if you do make it in your area only I would strongly suggest combining it with the suggestion about making it use the number of squad points equal to dead guys, though that should probably be in anyway.

    The only caveat to this makes charging rifleman or grens kinda ridiculous, just imagine if security didn't have to go back to squad lead and instead could keep the momentum going. Though I suppose people would shoot, but at even a small distance corpses and prone people don't look that similar.
     
  8. Reznov

    Reznov Member

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    Yes because everyones complaining about how unrealistic and unfair squad revives are. From my point of view this would only make squad revive more useless than useful gameplay-wise (no more sneaky/game changing plays anymore). Of course it is unrealistic but remember, this is Empires, walls/buildings and vehicles appear out of nowhere and in an instant so why not soldiers aswell, and remember this game isnt set in our time.
     
  9. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    I wouldn't call it useless if all your squad except you charge the front lines... die and then get revived where they last were and keep charging up to the enemy.
     
  10. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    Honestly, this would be a massive nerf to squad revive, and that's not even considering things like ninja-tactics. The problem is that there are going to be a lot of times when you're in the line of fire, or there's a tank near you, or something else that would mean instant death on spawn. And then it takes a half second to get your bearings when you get squad revived, and you're prone so there's no chance of getting behind cover. Frankly, I'd imagine most of the time, you'd just die again quickly.
     
  11. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    squad reviving = paradropping in reinforcements.

    If you nerf this please change it to area revive and not just squad area revive.
     
  12. Metruption

    Metruption Member

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    Flat cost of 2. Searches for nearest corpses first, revives nearest corpse until either there are no more corpses in range or no more squad points. Consumes a squad point for every corpse revived.
     
  13. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    See I could get behind that if they did para-drop in. They could be shot at while they are coming down or they could risk fall damage to not get shot at.
     
  14. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Stop dying in the middle of a field?
     
  15. Sgt.Security

    Sgt.Security Member

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    1: If that bitch died in a vehicle. Reviving him at where he died is just pure ratarded.
    2: This would outright cut squad revive's usefulness by half.
     
  16. Ikalx

    Ikalx Member

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    You know, there's nothing actually stopping us from having two different types of revive. If we changed the abilities a little bit, so for instance having a teleport revive that...

    Actually, scratch that. Don't you think it's weird that we have an ability that teleports people?

    Sure, it teleports dead people, but we have something that teleports people already in the game - they just need to kill themselves first.

    If you think about it, that means we already have teleportation in the game...so wouldn't that mean that an actual teleport function, one that transfers people from one site to another, is already viable?

    The main reason we have resistance to site-to-site transport is because of the way it can be abused in game, but we already have an ability we often abuse, not to mention killspawning which itself is pretty fail in implementation. But if we had a system where we could teleport back to a base with just a check whether enemies are nearby (similar to when the comm can't drop buildings near enemies/enemy buildings, but probably larger), it should actually be okay.

    We basically already have proof of concept.

    That was randomly off topic. I was going to talk about an ability that revived in an area versus a more limited one that would teleport people to you, but...I didn't really think about the teleporting until then.
     
  17. flasche

    flasche Member Staff Member Moderator

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    squadrev is ridiculously op, everyone knows it and talks the suggestion down in fear of losing an advantage over less experienced and coordinated players. its exactly why empires will always stay the disfunct broken pos it is.
    if you couldnt grasp the idea about what potential lies behind such game it would be completely deserted.
    oh and ofc its a free fps with vehicles and without cashshop.
     
  18. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    Honestly the 3 big squadpowers are all OP because teamwork. Teamwork is just op. Squadpowers is a confouding variable whilst teamwork is the independant variable if that makes sense.
     
  19. flasche

    flasche Member Staff Member Moderator

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    your denial only proves me right. neither arty nor hide are even remotely as useful and versatile as squadrev is.
     
  20. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    My denial? I dont understand what you are trying to say. I said you were right about it being broken and I added the other 2 are as broken imho. But the squadpower itself isnt broken its that people who know how to work together are broken together with the squad power.

    Also I feel like your inexperience is making you look past the fact that squadhide and squadarty are also vastly broken with the correct teamwork.

    To give you an example of all these 3 squadpowers coming together with teamwork on your map actually ( emp stalemate is your map right? ).

    It was a stalemate, I had enough and wanted to try something Ive always had in my mind but needed enough vets for it.

    I got together a 5man vet squad. 1 engi 1 scout 2 riflemen 1 grenadier.
    1. Engi sneaks through lines
    2. Squadrev entire team
    3. Squadlead to scout, scouthide entire team
    4. Run to their commander squadhidden
    5. Squadlead to grenadier
    6. Right click sticky bombs sticky stun and squad arty-> comm is dead without anyone showing up on the minimap

    This took sometime to realise because of all the explaining and coordinating I had to do with the squad. Took us multiple attempts as well cause of miscommunication. But bottom line is Squadpowers are broken in the right hands.

    Squad rev seems more broken because it takes less teamwork to get it going efficiently. But squadhide and squadarty take way more coordination and teamwork to get it going, but when you got it going for your squad the payouts are waaaaay higher than squad reving.

    tldr: 1+1 isnt 2, 1+1=5

    edit: I actually realised this could be done even more efficiently by giving rifleman lead to use charge ability and grenadier use damage ability at the end.
     

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