Limit medics ability

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burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Limit medics ability

Post by burghUK »

Im not great with this so ill make it quick.

I think the medics bag kinda ruins the game a bit. At the moment it can heal and unlimited amount of people meaning a squad could theoretically stay alive for a whole game assuming the medic and the guy shot ran away every time.

I think it should be like this...

Limit the amount of time that someone can left click with the medic bag. Think of it like a gun overheating but once its done its done. The medic would then need to spenda LONG time (a good 5 mins) rearming it. This would mean that the medic doesn't magically have enough supplies in his tiny bag to heal an army indefinetely. It would add to realism and make scenarios like ambushes and holding or attacking areas more realistic.

Thoughts please?(excuse any typos theres a virus scan runnign when im typing and it causes lag)
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Limit medics ability

Post by Herbiie »

Yes, if a Squad uses incredibly good team play and has a very good medic it can last to the end of the round.
I do not agree with these changes, as I think it's fine as it is, if you shoot someone right after they were revived the die (dead dead not wounded) Also, he only has 9 Epipens, this means that he can only revive 9 people before he has to reload.

5 Minutes after healing each person? It's hard enough to deal with 3 or 4 casualties, all bleating on in your ear for a revive/heal. The Medics job is incredibly difficult as it is (well, to do well, not the crappy medics you see around) so why make it harder?
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Limit medics ability

Post by bloodthirsty_viking »

i would only agree with this if there was not the one medic a squad thing now... i mean, whene oyu have 2-3 medics in a squad, sure, have a huge delay thing, but one good medic should be your first shot, not the last guy, wait, have the squad to hold fire, and tell them to shoot the medic, try and destingish them, it, for the most part, is easy to see who the medic is on americans, a bit harder with the rest, due to american medics use ironsight, while noone else dose.. cept mabey a hat....

well, i guess i went a bit off topic there, i say, just let him have a break as a medic, there have been so many changes to it, its really hard now, and you have to be able to think, if i do this, what will happen, why should your medic get pennilased (the relode) if one person dies, it will either make it harder for the medic, or lose a ticket for the team.....


im just tryen to explaine why i dissagree... there could be good things, but i think it, all in all, would be bad for gameplay.. sorry
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Limit medics ability

Post by Rudd »

I think the current medic is the perfect compromise between realism and gameplay. The only way it can be improved is with a radical change to teh healing system as a whole, I think this suggestion would just slow down teh game unecessarily.
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Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Limit medics ability

Post by Ccharge »

I normally play as medic (seeing as my marksman ship is bad) People might find it abit bazzare but the job is actually quite hard. You gotta know exactly were every wounded person is, exactly how hurt everybody is, and prirotize people. You also gotta be good at not getting shot. This would just make the job harder. Theres alot more to being medic then comes to the eye. Especially with experienced medics.
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Seiran
Posts: 156
Joined: 2008-09-08 20:16

Re: Limit medics ability

Post by Seiran »

Something tells me the OP has never seen the inside of a medics kit bag before. Consider what we have in-game as on the lighter side. It's fine the way it is, and I actually think it's the perfect balance right now.

When you enter a room full of armed men, shoot the first person who makes a move, hostile or otherwise.

He has started to think and is therefore dangerous.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Limit medics ability

Post by Arnoldio »

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Medic bag should run out of ammo, no delay or something but just out of ammo so rifleman has to throw you a bag/go to a crate to rearm.
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X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: Limit medics ability

Post by X1 Spriggan »

The hidden problem is that it would be easier to die and respawn rather than to re-heal.
05grottim
Posts: 238
Joined: 2008-06-25 20:59

Re: Limit medics ability

Post by 05grottim »

i dont think that this idea will come off. The medic system is good the way it is. A medics job is hard enough and boring enough at the moment. I quite like going medic but when you have to stay at the back and not kill many people then it can get dull without having to wait 5 mins before you can even look around again and thats assuming ther isnt more than 1 casualty.
burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Re: Limit medics ability

Post by burghUK »

I wasn't suggesting that the medic only be Able to heal 1 person before reloading but have it so he can only heal like 5 before having to reload. Theres just not enough fear of getting shot in PR atm and people do silly things such as running across open ground and not going from cover to cover because they KNOW theres always a medic on call. I think this would really make people think aobut their infantry tactics and improve the game.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Limit medics ability

Post by ralfidude »

Yes there is.

You die if you get shot after being revived now.

So its not as easy as it was before where u can have the medic wait 3 minutes in the dark while the enemies pass by, and then go and revive everybody one by one and not worry that sombody like me with a sniper is just waiting for you to revive somebody to 'kill' kill them. If the person the medic revives gets shot after being revived, hes done, cant be better than that right now.

Plus the whole limited medic kit has also gotten the medic to be limited in the squad.


(THEN we have the medic bug, making things even MORE annoying...)

So all and all, Its a risky business as it is on the battlefield with a medic.




Oh, and by the way, there is always a fear factor in PR. In BF2, getting shot at was annoying, and dying was a joke. In PR the DEVs have changed that completely to what it is now. Always compare back to what it was to truly appreciate what we've got. (not saying you dont, but just a little heads up)
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Limit medics ability

Post by McBumLuv »

It's not necessarily the medic's fault in the fiasco. The real problem is that players don't fear getting shot, because in every case they are revivable to a combat effective position.

Really, players should have a chance to die rather than be wounded if shot in the torso, but seeing as that can't strictly be coded in, it would be more reliant on having a % of the chest have the same characteristics as the head when getting shot, which would mean we'd need new models though.

That throws that out of the window until our USMC, USA, MEC, Insurgent, Taliban, Russians and Chinese get their own models. But, we can at least make the headshots actually kill and the 1 minute limit players have after getting revived to not get shot else they die should get upped to 5 minutes, also further building upon the lack of combat effectiveness after being shot.

And the entire argument that having headshots not "kill" players because it "builds upon the FPS 'BOOM HEADSHOT' mentality" is moot considering that aiming for the head still wounds players with one shot. It simply represents a better grasp of the fact that nobody should expect being shot that they're always going to have a chance and make it back.

EDIT:, also, in response to ralfidude's post:
ralfidude wrote: Oh, and by the way, there is always a fear factor in PR. In BF2, getting shot at was annoying, and dying was a joke. In PR the DEVs have changed that completely to what it is now. Always compare back to what it was to truly appreciate what we've got. (not saying you dont, but just a little heads up)
While be shot at gives a slightly more fearful experience than in vBF2, dying is still a joke, and that's the entire point. Players don't fear getting killed because all they need is their medic to come and revive them.
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Limit medics ability

Post by Herbiie »

crAck_sh0t wrote:I wasn't suggesting that the medic only be Able to heal 1 person before reloading but have it so he can only heal like 5 before having to reload. Theres just not enough fear of getting shot in PR atm and people do silly things such as running across open ground and not going from cover to cover because they KNOW theres always a medic on call. I think this would really make people think aobut their infantry tactics and improve the game.
5 people? 5???

Usually when I'm a medic I have to not only heal my squad,. but other squads who have lost their medic.

Say I heal one or two of my squad, then a major disaster - an APC is hit and the squad inside manage to get out and are all bleeding. So I'm carefully going through them all and it takes about 5 minutes to get them all up to fighting strength, now imagine if after 5 I had to stop and reload? Half the squad would die and I would have EVEN MORE people saying "Medic! Medic! Medic HEAL MEEE!" especially if on mumble.

Go onto a server then try to be a good Medic and then see if you still think it should be limited.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Limit medics ability

Post by Wilkinson »

Now there are a few things you can consider in this suggestion:

-Proposed by CAS_117, the medic kit was proposed to be removed completley. I for one did not like this concept, as well as much of the community.

My Proposal:
-Give the medic Bag limited stature. like a gun but with limited ammo. It can be resupplied at a crate just like the epipens and go from there.
-Create a "Medical Tent" If you will, basically a tent where when you enter you receive health. Pretty Promising.
- Create the MediVac Choppers. Pretty Proper IMO. If the overhaul of the Medic System was approved, a man could be healed to a certain point, then have to request the Medivac for the player, have him return to base, get healed up complete, then be taken out via a Trans Helo or Convoy.


Although it would require SHIT LOADS of Teamwork. May be fun.
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ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Limit medics ability

Post by ralfidude »

Or, remove the medic bag completely, but instead give more patches, that will have to be resupplied just like the epipen.

By the way, can a medic heal himself as of .86 with the bag? I cant get a straight answer on this lately.
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: Limit medics ability

Post by Zrix »

ralfidude wrote:By the way, can a medic heal himself as of .86 with the bag? I cant get a straight answer on this lately.
Yes they can, but I think you have to be standing up, exposing yourself.
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=]H[=Viper
Posts: 121
Joined: 2008-11-30 07:54

Re: Limit medics ability

Post by =]H[=Viper »

-Create a "Medical Tent" If you will, basically a tent where when you enter you receive health. Pretty Promising.
- Create the MediVac Choppers. Pretty Proper IMO. If the overhaul of the Medic System was approved, a man could be healed to a certain point, then have to request the Medivac for the player, have him return to base, get healed up complete, then be taken out via a Trans Helo or Convoy


I like this idea! :mrgreen:

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jbgeezer
Posts: 908
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Re: Limit medics ability

Post by jbgeezer »

Dr2B Rudd wrote:I think the current medic is the perfect compromise between realism and gameplay. The only way it can be improved is with a radical change to teh healing system as a whole, I think this suggestion would just slow down teh game unecessarily.
I agree with you here rudd.
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ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Limit medics ability

Post by ralfidude »

medivac vehicles were brought up before, and rejected AFAIK. And i think medical tents too, but i could be wrong about that.
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