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Showing results for tags 'adrenaline'.
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I have always felt that adrenaline is way to powerful. Currently, we have adrenaline enabled on our server, since there are a few members/regulars that really enjoy it. However, we also get a lot of complaints with many people suggesting that we disable it. Most of our players feel the same way I do about it and just refuse to use it. Anyways, we have attempted to make it much harder to get it so that it isn't as much of a problem. Our "solution" was to increase the amount of xp needed for level 4 medic to 700. This isn't working very well, as the people who want it tend to connect often enough so that they can use it every time they play (xp save resets after 60h). I am proposing some options to allow server admins to make adrenaline less powerful. Here are a couple possible solutions that I think would work fairly well... First, add an option (likely to g_medics cvar) to make adrenaline use 50% of your charge bar instead of the full 100% Then, add one of the following options... An option (g_medics) to disable the damage reduction that adrenaline gives (so adrenaline only gives the unlimited stamina benefit) This combined with the reduction of charge bar usage would still keep adrenaline useful for running with an objective or running on the battlefield to revive a teammate, but makes it less powerful for rambo medics using it in battle. [*]A cvar to adjust the damage reduction value for adrenaline (as a percentage). This way, server admins could just reduce the damage reduction to a value that they feel is more balanced. You could also accomplish the same thing as the first option and set the damage reduction to 0 (which I think would combine good with the 50% charge bar usage) Using the first option and adding just the two bitmask values to g_medics seems like it would be the more intuitive method as server admins would not need to worry about a new cvar. The second option would be a lot more flexible because you could keep adrenaline using 100% of the charge bar and just tweak the damage reduction down a little bit to help balance it without changing the feel of how adrenaline works currently. What do you guys think?