#Flux Weaver Autolock/Autoheal (RMB) Rework

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amber berry
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The current autohealing behavior on flux weavers is to autolock 1 beam per RMB click onto a friendly target.
IMHO there's much room for improvement, so I'm gonna suggest a series of reworks from (hopefully) trivial to implement ramping up to my full suggestion.

1) RMB autolocks all beams onto friendly
99% of the time you want to focus heal, I'll bet most players are spamming RMB right now and this is perhaps why most just use manual healing.

**2) RMB to activate Autohealing **
Essentially copy RC's implementation
Clicking RMB toggles autohealing on or off, beams autolock to the nearest friendly that's below 100% hp. And particular to Procelio, once all friendlies in range are at max hp, autolocks to the nearest friendly that needs secondary munition regeneration.

RMB to toggle vs holding down RMB to trigger autoheal may be given as an option

**2.5) Ability to set priority for Autohealing **
If implementing this, I would set double RMB to toggle autohealing on, and RMB click to designate the priority target. This would allow you to focus heal a chosen priority friendly at range, it prevents others from hijacking the healing beam and opens up more tactical options vs suggestion 2.

In RC, some unruly players would facehug the medic to be force healed or outright grief the team by blocking/hogging healing.

3) Customisable Autoheal Priority
Just as movement controls can remapped per garage slot, FW Autoheals could use a similar scheme.
Each garage slot that holds a FW robot could have a customisable list of autoheal priority targets

Possible list categories are weapon types, movement types, hp% range (eg: priority to those between 40-80% hp as a triaging option), proximity, friend list, drop list, player level, current game score
Thus depending on your playstyle, you could define a criteria of who your flux weavers autoheal. Would also be nice to be able to automatically triage players that need healing.

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ran outta characters lol.

My example Autoheal Priority list would be any friendly below max HP with

  1. Wings (flyers are fragile yet typically have highest game impact)
  2. AA weapons (ELC > Rails > Rivets) (priority given to friendlies able to suppress enemy flyers)

Another alternative would be to prioritise according to game objectives

  1. Friendlies inside cap
  2. Friendlies with the highest damage
    This allows for triaging robots by their game impact
tiny nexus
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honestly just the rc behavior to start with would be a simple thing that would work

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in rc15 we added a toggleable "smart heal" option that also automatically turns rmb on when near people so you don't have to hold the button all the time

amber berry