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Temporary Cooldown

Started by Hate_Train [23707] Officer on in Suggestions.

4 replies · 71 views · thread synced · 4 days ago · View on torn.com
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Hate_Train [23707] Officer Officer

As changes have been made to change and limit methods of warring, I feel that one massive exploit hole needs to be considered. That would be the use of needles. I see players rolling 2-4 needles at a time over and over with no limit and no cooldown outside of the amount of money they have to spend. I propose we look at a cooldown period for needle use to make warring more challenging to those using scripts or with faster internet servers making them impossible to beat by casual or non-scripting players. 

 

With med cooldown limited, I think it is time to level the playing field in another way as well.

 

30 minute cooldown per needle.

Every player can get up to 6 hours of cooldown.

Faction specials can be created to add another 3-6 hours or whatever.

 

Just my thoughts. Let the rabbits wear glasses or whatnot. Thanks for reading.

Lenin [2199004]

coming forward to say needles are good and cool actually.

 

no hate, hate

 

but you can't handicap players who happen to have better wifi or better computers

 

if i couldn't roll needles like i do, i'd be useless

 

hook me up dr fauci

LTJELLOMAN [1161626]

IM sorry but 30 mins per needles... how long does it take you to do 1 attack?

When I first opened this thread I thought it would be an actual good suggestion to buff flash bangs because pre "pops nerf" I could do 20 actions in the 15 seconds the flash affect worked, and assumed you'd want to buff termps with debuffs longer due to the 1 action per second bullshit that was needed to be added to stop the people actually using attack scripts to win fights too fast.

This however is quite literally a skill issue or someone using a flip phone to play torn.

Cursed [1901987]

needles are also a great money sink because of the sheer rate at which they can be burnt in actual wars - something that i hear is good for the economy