26-10-2014, 07:47 AM
(This post was last modified: 26-10-2014, 07:51 AM by clickeverywhere.)
I wouldn't say your points are more logical. First off, how does your desire to cade the Nord spawn add to the logicality of your argument? That seems to go counter to logic, and I doubt the devs want to encourage the playerbase to start cading in the Nord spawns. Judging from the fact that there are often invisible barriers to the spawns, one might even assume that the devs don't want us in the Nord spawns.
As for your second point, perhaps more conservative usage would be in order. Or I suppose you could purchase an item that had more charges but healed for a lesser amount per heal in a smaller radius. That, I think, would be the logical decision in this situation. Your issue seems to be one of personal item choice.
Onto point three. What maps are you thinking of exactly? Fortress under siege? Royal Observatory? If it's really that far away from any ammo refill, how do you plan to set up cades before bots spawn? Would you be able to run back in time after replacing items on spawn? Would these spots really become viable with the addition of an ammo refill? Will the devs need to add an infinitely usable shield repair as well so people don't have to walk back to the sporadically placed permanent anvils? This point makes it sound as if you want to play randomly-generated-plains again.
Furthermore, an addition like this would allow players to play maps in ways the mapmakers did not intend (and I think it is valid to assume that the mapmakers intended for maps to be played in certain specific ways).
It's childish and illogical to assume SK or any house would be against the addition of an "infinitely-reusable-ammo-refill-station that is deployable at any location" because they saw moderate success with the use of big ammo crates in one instance.
Perhaps you can accommodate the whole team by not cading in the Nord spawn.
Respectfully yours,
ClickEverywhere
PAC
EDIT: Here are some examples of maps used that don't have close ammo refills for spam healing: Swadian Castleyard, Great Hall, Swadian Castle.
As for your second point, perhaps more conservative usage would be in order. Or I suppose you could purchase an item that had more charges but healed for a lesser amount per heal in a smaller radius. That, I think, would be the logical decision in this situation. Your issue seems to be one of personal item choice.
Onto point three. What maps are you thinking of exactly? Fortress under siege? Royal Observatory? If it's really that far away from any ammo refill, how do you plan to set up cades before bots spawn? Would you be able to run back in time after replacing items on spawn? Would these spots really become viable with the addition of an ammo refill? Will the devs need to add an infinitely usable shield repair as well so people don't have to walk back to the sporadically placed permanent anvils? This point makes it sound as if you want to play randomly-generated-plains again.
Furthermore, an addition like this would allow players to play maps in ways the mapmakers did not intend (and I think it is valid to assume that the mapmakers intended for maps to be played in certain specific ways).
It's childish and illogical to assume SK or any house would be against the addition of an "infinitely-reusable-ammo-refill-station that is deployable at any location" because they saw moderate success with the use of big ammo crates in one instance.
(26-10-2014, 04:08 AM)Slayer link Wrote: The whole idea of this is to do other maps, preferably the large ones, inside the enemy spawn far away from ammo refills. This way you can spam heal and accommodate the ranged players.
Perhaps you can accommodate the whole team by not cading in the Nord spawn.
Respectfully yours,
ClickEverywhere
PAC
EDIT: Here are some examples of maps used that don't have close ammo refills for spam healing: Swadian Castleyard, Great Hall, Swadian Castle.
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