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tavarner17

Health Based Sniper Rifle

Dec 23rd, 2013
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  1. This is an idea that will make Tribes vets scream, but I think that this would be a great way to implement snipers in a way that removes most bandaidy features, listed below.
  2.  
  3. T1/T2 Sniper Balance bandaids:
  4. * mandatory light class
  5. * mandatory energy pack
  6. * energy cost per shot
  7.  
  8. Fix: Redesign weapon, new function
  9. * Sniper-weapon damage related to the fire-ers health, in such a way that less health= more powerful. (as bandaidy as the energy cost function)
  10.  
  11. Example: At 900+ Health, Sniper Rifle deals 100 Damage. At 100 Health, Sniper deals...400?500?650?
  12.  
  13. Function: ?
  14.  
  15. Consequences:
  16. * Snipers are most vulnerable when they are most deadly to cappers.
  17. * Since they are so vulnerable when they are deadly, any reasonably balanced pack should be ok to run with a sniper.
  18. * Snipers cannot DJ while they are deadly to cappers, because it will cause them to die.
  19. * Snipers will be able to DJ while they are not vulnerable to cappers, allowing for creative mobile sniper play styles.
  20. * Snipers will choose light classes to take full advantage of mobility because they will have low health regardless.
  21. * A medium or heavy could be free to run a sniper rifle, but they would have to be just as vulnerable health wise to use it as effectively. Mediums and Heavies are less mobile, making them more vulnerable at the same health.
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