Medic kit dynamics
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Medic kit dynamics
What i would make is:
Increase the spawn times, by 50 to 100% of the time you get with all the penalties and whatnot.
When you get epipen'd, your timer goes to 0 immediately and you are ready to spawn. Doesnt matter where you spawn.
Be aware that you would have to succesfuly "revive", so the ragdoll needs to be unstuck, as now.
Only "downside" in this basic system is, that medic would jump in, in the middle of the combat if possible, just to get that "revive", and go back to cover, wich is a tad retarded. One option would be that he needs two actions performed, first rescusitate and then epipen, no matter if the ragdoll is stuck or not, and/or make the epipen deployment time longer, to something about 10-15 seconds, to represent stabilising the bleeding and so on.
All in all, the medic would still be needed around the squad, in order to make lesser impact when somebody goes down. People who dont have a medic around, are at a disadvantage with increased spawn time. (Snipers & Co.)
Increase the spawn times, by 50 to 100% of the time you get with all the penalties and whatnot.
When you get epipen'd, your timer goes to 0 immediately and you are ready to spawn. Doesnt matter where you spawn.
Be aware that you would have to succesfuly "revive", so the ragdoll needs to be unstuck, as now.
Only "downside" in this basic system is, that medic would jump in, in the middle of the combat if possible, just to get that "revive", and go back to cover, wich is a tad retarded. One option would be that he needs two actions performed, first rescusitate and then epipen, no matter if the ragdoll is stuck or not, and/or make the epipen deployment time longer, to something about 10-15 seconds, to represent stabilising the bleeding and so on.
All in all, the medic would still be needed around the squad, in order to make lesser impact when somebody goes down. People who dont have a medic around, are at a disadvantage with increased spawn time. (Snipers & Co.)

Orgies beat masturbation hands down. - Staker
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Sgt.Desert Tiger[TR]
- Posts: 195
- Joined: 2009-06-19 13:13
Re: Medic kit dynamics
Everyone can get medic kit and revive all pll and this is not a problem.The promblem is there is too many smoke nade so they can easily spam for cover medics.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic35872_1.gif[/img]
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Medic kit dynamics
How about you must ressucitate the guy for 10 seconds so he can insta-spawn at FOB/RP?
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Total_Overkill
- Posts: 144
- Joined: 2007-07-24 19:26
Re: Medic kit dynamics
It aint broke, dont talk about fixing it >.>
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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: Medic kit dynamics
I like that idea!goguapsy wrote:How about you must ressucitate the guy for 10 seconds so he can insta-spawn at FOB/RP?
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Medic kit dynamics
We ain't fixing, we're changing.Total_Overkill wrote:It aint broke, dont talk about fixing it >.>
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Medic kit dynamics
Shame you weren't in the 1 life event on PRTA. Same thingRedamare wrote:
AHHA . .. in REALITY REALITY lets see. . you get shot and you automatically get kicked from the server on account of receiving a purple heart![]()
we have a report on it in this Reality Contact Issue.
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B0ng_McPuffin
- Posts: 28
- Joined: 2011-07-22 22:00
Re: Medic kit dynamics
I'd like to see a medics ability to revive people reduced to once every 30 seconds to 1 minute. This would simulate the time it takes to get the epipen ready, get your gauze ready, summon up the courage to run into battle, and other prep-work before you actually bandage a player up.
Technically the only way to REVIVE someone is if they are DEAD as in DEAD-DEAD which is impossible if you head was blown off or you were shot through the heart and bled-out. This would be like using shock-paddles to REVIVE a dead person from cardiac arrest. What we medics are doing in this game, at least in the current set up, is BANDAGING AND MENDING CRITICALLY WOUNDED SOLDIERS! That is why it says WOUNDED and not YOU ARE DEAD when you are so-called "revivable".
Now, you could use the shock-paddles from vanilla BF2 in Project Reality so we can zap DEAD-DEAD players and have a chance of actually REVIVING them from the dead... because you wouldn't use shock-paddles on a wounded but concious person with a stable heart-beat, you'd just do it as a last-ditch effort to get life into the body.
Wether thats realistic on a battlefield is debateable, but physically this is how the REAL WORLD works.
You bandage and mend WOUNDS, and REVIVE dead people... you can't revive someone who isn't dead, and you can't mend dead-peoples wounds. There needs to be a DISTINCT and CLEAR line drawn between the two, and I feel project reality blurs this line in a VERY unrealistic way.
Technically the only way to REVIVE someone is if they are DEAD as in DEAD-DEAD which is impossible if you head was blown off or you were shot through the heart and bled-out. This would be like using shock-paddles to REVIVE a dead person from cardiac arrest. What we medics are doing in this game, at least in the current set up, is BANDAGING AND MENDING CRITICALLY WOUNDED SOLDIERS! That is why it says WOUNDED and not YOU ARE DEAD when you are so-called "revivable".
Now, you could use the shock-paddles from vanilla BF2 in Project Reality so we can zap DEAD-DEAD players and have a chance of actually REVIVING them from the dead... because you wouldn't use shock-paddles on a wounded but concious person with a stable heart-beat, you'd just do it as a last-ditch effort to get life into the body.
Wether thats realistic on a battlefield is debateable, but physically this is how the REAL WORLD works.
You bandage and mend WOUNDS, and REVIVE dead people... you can't revive someone who isn't dead, and you can't mend dead-peoples wounds. There needs to be a DISTINCT and CLEAR line drawn between the two, and I feel project reality blurs this line in a VERY unrealistic way.
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Mikemonster
- Posts: 1384
- Joined: 2011-03-21 17:43
Re: Medic kit dynamics
I like this idea and think it's a good point. Only trouble is getting a lone squad member to you from the FOB.Arnoldio wrote:What i would make is:
Increase the spawn times, by 50 to 100% of the time you get with all the penalties and whatnot.
When you get epipen'd, your timer goes to 0 immediately and you are ready to spawn. Doesnt matter where you spawn.
Be aware that you would have to succesfuly "revive", so the ragdoll needs to be unstuck, as now.
Only "downside" in this basic system is, that medic would jump in, in the middle of the combat if possible, just to get that "revive", and go back to cover, wich is a tad retarded. One option would be that he needs two actions performed, first rescusitate and then epipen, no matter if the ragdoll is stuck or not, and/or make the epipen deployment time longer, to something about 10-15 seconds, to represent stabilising the bleeding and so on.
All in all, the medic would still be needed around the squad, in order to make lesser impact when somebody goes down. People who dont have a medic around, are at a disadvantage with increased spawn time. (Snipers & Co.)
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Medic kit dynamics
FOBs should be a fallback point, meaning that there is little to no enemy activity inbetween your squad and the FOB. If there is, either the FOB is in retarded position and you have to have some luck an balls to go to the squad alone. There is an option of grouping with another squad to help you untill you are back with your guys. Or your squad falls back to regroup.Mikemonster wrote:I like this idea and think it's a good point. Only trouble is getting a lone squad member to you from the FOB.
And there is the rally point aswell. So, if played correctly there should be no problems actually.
My system would slow the gameplay down a bit and add more tactics to SLing, decisions on falling back, RP or any other forms of regrouping, so more teamwork needed. Also figthing closer together, in terms of whole team benefits you as more medics are around. People who would do some spec ops/sniping can write medics of pretty much and need to rely on their skill, wich is in the end more realistic than now, where a squad of 4 "spec ops" can continue operating even if they have been noticed, killed, revived and whatnot.

Orgies beat masturbation hands down. - Staker
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: Medic kit dynamics
I don't mind the medic system ever since they added the ticket loss for getting wounded. If a medic revives a player, wound him again and cost their team more tickets.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Medic kit dynamics
Nobody gives a flying fjord about tickets in pub matches. Yes it hurts the team, but everybody is doing it, so it hurts both teams equally, and its not so much of an impact. We are talking about the medic mentality here, and more realistic approach. Penalties are good.badmojo420 wrote:I don't mind the medic system ever since they added the ticket loss for getting wounded. If a medic revives a player, wound him again and cost their team more tickets.

Orgies beat masturbation hands down. - Staker
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KiloJules
- Posts: 792
- Joined: 2011-03-17 18:03
Re: Medic kit dynamics
If you succesfuly attack a full squad, beat 5 of them down and then neither wait or search for the last guy it is oure fail on your end!
Pro-Tip: After an engagement (if you are keen to get the kills for your kdr) keep an eye out for the Medics and/or SLs dead body. Should there be a survivor he most probably will try to get him at one point. If you want to be fast though...make sure you check around 1-2 corners in every direction and then move on...get invisible again and give a F about the kill counter.
If you are with a full squad you can easily leave 1 rifleman behind too, checking for the undead.
To the suggestion itself:
Although I see your point and where you are coming from with that I strongly disagree.
Imo leave the system as it is, there is just too many random stuff going on in PR that I don't think that everybody who goes down should get punished so badly. There are million situations where you in real life wouldn't die, but it happens anyway. E.g. when you have to jump over a tiny object and then are not able to fire for a few seconds and when you can oc you aim like a drunk. So until you are effective again...
Pro-Tip: After an engagement (if you are keen to get the kills for your kdr) keep an eye out for the Medics and/or SLs dead body. Should there be a survivor he most probably will try to get him at one point. If you want to be fast though...make sure you check around 1-2 corners in every direction and then move on...get invisible again and give a F about the kill counter.
If you are with a full squad you can easily leave 1 rifleman behind too, checking for the undead.
To the suggestion itself:
Although I see your point and where you are coming from with that I strongly disagree.
Imo leave the system as it is, there is just too many random stuff going on in PR that I don't think that everybody who goes down should get punished so badly. There are million situations where you in real life wouldn't die, but it happens anyway. E.g. when you have to jump over a tiny object and then are not able to fire for a few seconds and when you can oc you aim like a drunk. So until you are effective again...

