As inspired by Rippie, I suggest do drastically increase the healing speed of the engineer's healing-upgrade. Imo this would make the healing upgrade a more attractive alternative to squad-revive, or even in general. I'm thinking about 1-2 seconds for a complete heal, recharge rate is unaffected. Due to recharge, the effective healing rate over time remains the same, but it'll probably increase the survival rate of infantry with a healbitch.
fix healing on the move and make it use less juice then revive for healing 99 pts of damage ... if you could heal 2 two guys with half your calc juice youd rather heal then wait to pay double?
Healing upgrade makes 1-100% health take 3~ seconds a little juice. It's OP enough, but healing on move is impossible, so rather than boosting healing output we should fix the healing, but it requires code, so all we get is a flat-out no.
beerdudes ranged healing thing needs code aswell and whats the big difference in picking the guy under the engineers crosshair rather all which are not further then x-units away from him (other then its less runtime and memoryusage)
is the calculator no weapon? or do you mean for areal picking? edit: also its not like youd try to heal a fast moving person across the map in the head. why does it need prediction at all? its only neccessary for offensive stuff. is mine or ammo box placement predicted?
It just needs better lag comp, healing upgrade is amazing, it's just healing as a mechanic is broken. You can heal 100 hp in like 4 or 5 energy with the upgrade enabled.
Yeah we'll need to redo healing, perhaps we can do it like this: Normal: longer-range healing like flasche suggested, still need to look at the player, perhaps we can get a beam between it if it's not too much tinkering Upgraded: same range of healing, but in a radius: no longer need to actually look at a player. Perhaps also: can heal multiple players at the same time, but you get a penalty of energy for each extra player that gets added? (otherwise one engy could heal like up to 10 people in under a few seconds with a full charge)
I've always taken the requirement to "stand still" due to missing lag compensation as an acceptable penalty for a heal - you cannot wigglestrafe wildly to avoid fire and being healed at the same time. Likewise a healing engy should be next to his target and not in a safe spot somewhere nearby. Will the radius allow for clusters of riflemen with a core of engineers sweeping through maps ? Does building/deconning/recycling structures inhibit healing ?
how is it related to lag compensation? you cant heal people with 20ms latency walking in the same direction as you either ...
latching onto people is like some tf2 bullshit empires is an rts and stuff needs to be simple like no thinking just do it it happens radial heal come on man
just because it derives from a weapon doesnt mean it has to have a range higher then 1m (which is about the distance the calc has atm) im certain either the weapon is aware of what it hits at what range or the target is aware with what weapon it has been hit (i guess the 2nd) from what range. so you check "distance < whateverIsNotConsideredTheTF2HealGun" and gg?
easy fix...just let engys drop medical boxs. I know this isn't going to fix the heal upgrade but it would be a lot easier to code then anything else. as most of the code is there already.
I'd be inclined to agree except you require a lot of gui code to add a new droppable to the engy tool.
Would multiple heal boxes stacked next to each other have an independent cooldown, like the ammo boxes. So I could just hold down use key, sweep over the boxes and heal massive damage quickly?