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Tech/Hotty Split


HaTe

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https://renegade-x.com/forums/viewtopic ... ilit=split

Class is overused relative to everything else. Was in the original, and is in Renegade X now as well. That's primarily because of it's versatility. Should be split up into 2 different units that have specific specialties.

GDI Medicus / Nod Specialist :

Repairs infantry, mines & c4s, and beacons slightly faster than the Hotwire / Technician (and does slightly less than the current amount to everything else).

Equipped with: 1 timed c4s, 2 remote c4s, 3 proximity mines, and a silenced machine pistol. Special feature: can pick up 1 remote c4 from any dead enemy engineer, specialist, or medicus (so long as their body is still there).

GDI Hotwire / Nod Technician :

Repairs vehicles and buildings slightly faster than the Medicus / Specialist (and does slightly less than the current amount to everything else).

Equipped with: 2 Timed c4s, an Incineration c4*, 2 anti-tank mines, and a heavy pistol.

*Incineration c4 (ic4) = c4 that does damage over time to any (enemy) unit it is attached to. 10 damage per second to any vehicle or infantry. 2 damage per second to a MCT. 0.33 damage per second to buildings (non-MCT). Lasts 45 seconds if not disarmed. Special feature: This c4's damage does not set off any building alarm (no "Building is under attack" announcement).

Can literally just re-skin the current class to make the 2 new ones visually. It would take some work, but it is something that has been needed for a long time. I did all the calculations to make sure that the damage outputs were relatively balanced.

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  • Totem Arts Staff

This honestly hasn't been nearly as much of a problem since 5.1. The class has enough downfalls now that their versatility isn't stacked on other extremes, like being able to tank like any other Tier 2 infantry, and carry Tier 2/3 weapons, on top of insta-remotes and being the SOLE infantry able to disarm/Repair, forcing you to have to switch to them no matter what if a beacon went down.

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That's true, but they are still the most bought character by quite an extreme amount it seems.

Only unit that can place proximity mines.

Fastest repairer of everything in the game (infantry, beacons, mines, c4s, vehicles, buildings).

Only unit that can quickly and stealthily individually destroy a building via infiltration.

All for 350.

It still needs the split, and I think the way I mentioned is a reasonable way to do it

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Hotwires and Techs aren't the defacto choice of class choice they once used to be because even Soldiers can handle them with ease now.

Only unit that can quickly and stealthily individually destroy a building via infiltration.

All for 350.

I lobbied for turning Havoc and Sakura into Commandos with Ripley inspired assault rifles and the necessary c4 which seems reasonable considering their price point. However they instead took the C4 away and gave the grenade launcher to Patch instead. :/ - could always let people choose their primary weapon for this class to satisfy the noobjet sniping. Still seems odd that a 150 Chem trooper can solo kill a building given the chance but Havoc can't.

I would like to see dead enemy players leave health pick-ups behind, the idea of having a team medic that stays behind the front line sounds interesting, but might create a lot of new work.

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I like havocs and sakuras where they are now (after the ramjet reload bug fix), actually. Having health/armor/weapon pickups was something most public Renegade servers had.

If statistics were kept on advanced character class choice, I'd still be willing to bet that the hotwire/technician control the highest usage by quite a bit. I just think that this concept would split them effectively into 2 speciality classes, rather than 1 class that has so many effective roles.

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I would still bet they are the most overused, but not by much, and possibly as a detriment to their team considering their weakness.

If anything needs to happen, it needs to be less healing power. Right now, they negate damage 1:1 with most sources of damage. Few things can outdamage a hotwire repairing a MCT, being a flame tank and mammy. Engi repair rate is 20 and Tech is 40, I think 35 even seems more sane. Maybe "double" was just too strong, they practically grant anything they repair immortality, few games come to mind where you can outheal damage, definitely not PS2 or TF2.

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They repair the same rate as in the original Renegade, and the only real problem with that in the original was the tech + arty combo being OP. Since Ren X makes the arty behave differently, that is pretty much negated. I think that their repair damage is fine, but just needs to be split so that one unit repairs certain things faster, whilst the other unit repairs the rest of the things faster (and the things they don't repair faster, they repair slightly slower). It gives them a real purpose rather than a character that has the most game-changing versatility in the game at only $350.

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