Grazed I didnt want it to be this way but imma ask you to get ur notebook out. just think about this whole "ton of free hp" very few times has T regulars been able to utilize the deathstation to this manner everyone thats for this seems to think. Yeah you could technically get a shit ton of free hp, but, first its not free, i paid for it dammit, secondly if im needing to use my ds multiple times to get the astronomical healing from it, I have to be going out doing my job as a t, killing and evading multiple times, putting myself and round at risk. Without getting spotted and kosed, all while low health running to the station. Hell even a T using their ds is at risk, whether its an inno trying to use it w/ them, the ds getting shot at etc. every traitor has to get at least 4 kills for their team to win. And lets face it, not all T's are going to get the kills they need for a clean win. The deathstation how it is now to me, has never caused issue or concern. Its a versatile tool for T's and to use it to its maximum potential is going to take a lot of great T skills in killing and evading to utilize the healing fully. Is it badass and full of potential, of course. Is it over powered, not at all.
We almost had a thread without a confusing rating. There we go. It's fixed. I just saved the world, you're welcome.
Always include a 'leave it as it is option' I enjoy the deathstation mechanic, and eventhough I rarely use it, the one time in a week or two that I do use it I'd like to just heal without too much hassle. Though I wouldn't really care either way I'm just leaning more towards not changing it at all.
I agree with what Solar said. Even though I don't use the heal myself, I'm more of the throw it in a crowd and watch them blow up kind of person. But I think Solar's provided a nerf that wouldn't be too much or too less
As other suggested, make the Deathstation have a cap of 100hp which doesn't recharge or doesn't decay. This way Traitors are only able to get another full hp back once. or don't change at all
I think everyone has had that moment where they've gone off with the deathstation* and certain guns: ak, sl8, db, jackhammer, mp7, etc. I remember once winning a 1v8 with the mp7 and the ak by just teleporting back to the traitor room, healing up, then leaving again. I've seen this happen hundreds of times. Opal is right in saying that it goes against the concept of the game. That doesn't mean the matches should never turn into TDM-esque rounds where you're hunting down the last two traitors, but the point is to discourage the type of strategy I mentioned above.
Yes this is much needed nerf and people are gonna dislike it just because they used points for it but deal with it. Traitors are already op. First option sounds much better because with the second option its still possible to buy multiple death stations per team and keep healing all the time it would only require a bit more coordination.
It's almost exclusively used in Traitor rooms or a super remote location marked by a teleporter. It doesn't take skill to press E on a T room entrance or teleport to a far away location and use your radar to watch everyone as they walk by. You literally don't have to look at the death station to heal from it. The speed it heals at is almost always irrelevant because you can track people, and you can just go to a T-only area and don't even have to worry about it.
I rarely use the deathstation heal since I'm the diehard kind of guy, but I guess I'd choose option 1, a single time use for (im assuming) one traitor only seems like an ideal nerf and will force players to think wisely of when they want to use the heal as opposed to setting it up in a traitor room and going back to it everytime they want full hp. Yuuki's suggestion of making the deathstation perk more accessible to players (in terms of lowering the cost of it or even just making it a default thing) is also something that could be considered so that everyone could reap the benefit of the perk.
I like option 1, if a change is to come. My reasoning being, traitor equipment has always been situational and a weighty decision on how you spend your initially limited credits. Buying a knife for a quick, silent kill has its risks. You leave DNA ( even if you choose to counter it with a decoy ) behind which can ultimately lead to your death, for example. I have given it a healthy amount of thought and I see absolutely no thought required when purchasing a health station. It is in the same vein as armor, but on a much more powerful scale. Consistent healing, a huge explosive on demand, and the only real negative is when some innocent yokel tries to use it right next to you. That said, I think a one time heal would force traitors to make intelligent decisions instead of just "Oh, here's a death station in the T room. Go out and be reckless, if you get shredded just retreat and all your mistakes are erased".
Unless you play very few times, then you see it just about every day as half popular maps have T rooms. I mean yeah, no. First of all Ts only need 3 kills per T(1,2, 3 inno 4th is T, 5,6,7 inno 8th T) excluding T buys to begin with, what people already can do. You are saying what DS is exactly against. Normally Ts have to play around without getting spotted/KoSed because they have limited health pool to kill 3 innos each, DS just throws this out of the window. On assault glitch roof you have T sniping, nading with DS by his side completely nullifying all damage done excluding one hit headshots and people basically have to start buying Frags to even kill the guy if he is good. In innomotel Ts just peek out of traitor rooms or abuse pit to kill 1 person at a time and heal all the lil damage back. In Dolls people have many sniping spots with DS by their side(vents for example) and they win much more sniping battles just because they can heal back snipe bodyshot damage back at them constantly. 67th way DS again in T room with teleporter leading there, killing people 1 by 1 extremely annoying. This goes on and on and is even worse if done with disguiser/TP. It doesnt take a genius to place a DS to a place where to safely heal to 100. The first part is right, the last part is completely wrong. It takes barely any skill to use DS in your gameplan, because its simply way too versatile. You can put it behind any chokepoint/cover and just hold it while healing, you can throw it in T rooms for safe healing, you can throw it in full room of people. Ts are normally kitted enough with powerful equipment/weapons to win situations where there are 3 innocents for each 1 T. Now add safe healing to 100 constantly to it. How can you claim its okay? Its just unfair to innocents when Ts are constantly healing in T rooms etc and nullyfing any damage except 100 on constant basis. It becomes a bigger issue as more and more people get DS heal also as other DS heal buyers can heal off DS put by any T. I can often see 2+ deathstations just sitting in innomotel T rooms, theres no skill to it, just mindless free healing.
its fine the way it is and therefore it shouldnt be changed, give us the christmas event already god damn
I mean, it is pretty balanced when you consider you have to stand on top of a giant bomb to heal yourself. I would suggest keeping it the same, but making them easier to explode from gunshots so traitors are way more vulnerable while using them. Another idea is to have a random chance of detonating upon heal. Perhaps you add a small chance that it will just explode on the traitor when he tries to use it. Traitor will have to use it sparingly and will definitely be way more careful when using them. That will slow down the healing process and make them even more vulnerable. I think the actual death station healing is fine, I just think it should be made much more dangerous for traitors. Making it so when the traitors use it they become vulnerable is great and it is a lot of fun for innocents to be able to shoot a deathstation while a traitor is healing lol. I spent points on this for a reason. If you change it i will feel like I've been robbed of my points and i'll want them back. @Opalium
I'm just going to point out a few things: 1. If death stations were as game-changing as you make them out to be, Ts wouldn't be losing as often as they do. The sheer amount of coordination required to get this infinite healing you keep talking about is implausible in 90% of cases. Innocent-Motel is the most integrated map we have, and I can't say it has some massive imbalance in the T's favor. 2. This entire suggestion is a little rigged because it demands a change that many people just don't want. Even if you have decided we absolutely MUST have a change, it would be prudent to see exactly how many people want it to stay how it is, so you can better shape the change for what people actually want. Deathstation heal has been part of this server since I joined, and I'm sure it's something many people have come to expect. 3. Hit and run tactics are a completely valid strategy, especially if you aren't the best of shots. Lets face it, most Ts dont get three kills. In many games, you are lucky to get T-buddies that kill one person, let alone three. I have lost count the number of times it is myself and maybe one other T-buddy against 16+ Innocents. Without healing, that would be a nearly impossible feat, and it's already an incredibly difficult one. Innocent Motel is easily exploited for the best hit-and-run strategies, but most maps, it requires skill and a good bit of luck to get away to safety. You are vulnerable while you teleport. You are exposed while you run away. And you could always run into other people while getting to safety. And there are plenty of weapons that one-shot you on contact. 4. See, if I didn't know any better, I would say you have never played this game before. That, or you are being incredibly dishonest with how events play out. I could be playing for literally the entire day, a full 12 hours, and count on one hand the number of games that result in even T-kills across the board. Above explains the rest of this, but you seem to be purposefully misrepresenting reality with this, and it bugs me. Even if you see two DS in the T-room, ya still got to get to them, and not every T is going to be making it back alive.
Ahem, what about the players who bought ds heal before the upgrade???? We need a refund in such cases...
No we don't. We still got what we purchased. If it gets changed, then refund, but you don't get money back when the product goes on a sale. Only when it's not the same product.
Hope everyone disagreeing realizes that these changes wouldn't completely remove DS heals, just change them to be less abusable for long delays in the round. You'd still be perfectly capable of ''running and gunning'' and then healing up the damage you took, but you wouldn't be able to do it for 5 minutes straight.
You are taking it the wrong way. The point is that servers are balanced so that Ts can win even without buying any perks. Ts are given equipment originally thats enough to kill 3 innocents on average and win the round. And now you add a perk onto that, that lets the T to heal up to full constantly with 1 credit loss. Thats what I claim is unfair to innocents as I pointed out how players abuse it. One-two T buddies are not supposed to the win the entire game of 25+ players except with extremely smart play and getting some luck, which is the point. DS enables Ts to get 5+ kills way too easily not because they are good but because DS is so good and that is the problem. This was in reference to DS needing "high skill". People just throw it randomly in T rooms and heal to full, theres no thinking or skill involved. Honestly it seems like most people who do not have constant solid aim(not that its a very bad thing) seem in favor of keeping the DS because of: TTT is a shooting game, you should be punished for missing your shots or overestimating your abilities, not be able to run a safe room where you just reheal back to full and as Rick said, erase your mistakes and keep the positives.