[Suggestion] Balance via "Armor"

Discussion in 'MAX' started by LordMatt XLVIII, Apr 6, 2015.

  1. LordMatt XLVIII

    Just thought of this, a good way to balance MAXes would be to make it so they have 2 health bars, armor and real health. As a MAX gets hit he takes damage to his health mitigated by his armor, which takes damage every time he's hit, and with less armor, he takes more damage to health, resulting in a MAX having the same effective health as a standard infantry when armor is depleted. As a result, he can also be healed by medics, but medics can only heal their health, and engineers can only heal their armor.

    This would make maxes more reliant on support and require both a Medic and an Engineer to function at the capacity they used to. MAXes would have slightly MORE effective health than they have now if they had an engi on them at all times, but they would be more killable, as no matter how much the engi repairs the armor, you can still kill the MAX. Clearly healing should be dampened a substantial amount on MAXes, and Aoe Healing should not work on Maxes at all.

    This would be a good way to balance the MAX by making it more of a burden on the team's support assets, while also making it killable under most circumstances, but also giving it a little extra effective health when playing as a team.
  2. Liewec123

    i'm guessing nano-auto repair would heal through health and then armour?
    if it healed just one then it wouldn't be worth it,
    if it healed both at the same time it would be OP.
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