reviving&instant spawn to outpost.

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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: reviving&instant spawn to outpost.

Post by ytman »

Hotrod525 wrote:Yeah, and this could be a nice introduction way to medical chopper in-game, unarmed with a big red cross patch only for carrying wounded, and to prevent the use of the medevac helo, it should damage you to a certain point if you're not wounded, just like said above, if it was possible to make only the passenger auto-damage/heal to bring the health at 75%, so that way people wont be able to use it as transport
We do have medi-evac vehicles... you just need to have a medic inside.

More often than not its simply not worth the risk to med-evac since if someone is dying their is likely a lot of fire to be had. However, I remember once on Beruit calling for an evac for my squad who was pinned in a short 3 story t building.

By the time the chopper came only I was left bleeding out and still fending off the hordes. I make it to the chopper surprisingly and before I make it to safety I die in the back :D .
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: reviving&instant spawn to outpost.

Post by Startrekern »

I like that this has been brought back up, because it's an interesting idea. What I would have to say though is that for the first revive the epipen should work as it does; for the second, though, the insta-respawn with no ticket loss at a FOB of your choice should be what happens.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: reviving&instant spawn to outpost.

Post by goguapsy »

Startrekern wrote:I like that this has been brought back up, because it's an interesting idea. What I would have to say though is that for the first revive the epipen should work as it does; for the second, though, the insta-respawn with no ticket loss at a FOB of your choice should be what happens.
That WOULD be interesting... but just increase the 5-minutes "insta-death" time (ie. when you are revived, in 5 minutes, if you die, you'll be dead dead instantly) to half or 1 hour...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: reviving&instant spawn to outpost.

Post by Sadist_Cain »

I support this idea, its getting sillier and sillier seeing more and more squads being revived by a lone squaddie hiding in a corner and carrying on like nothing's happened
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PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: reviving&instant spawn to outpost.

Post by PoisonBill »

Sadist_Cain wrote:I support this idea, its getting sillier and sillier seeing more and more squads being revived by a lone squaddie hiding in a corner and carrying on like nothing's happened
That kind off spoils the tactic of camping at those bodies to wait for someone to revive them, and since you can't carry away your enemy or want to save your prisoners, I like it how it is. Would be nice if you could knife/punch them to kill them when they are wounded.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

PoisonBill wrote:That kind off spoils the tactic of camping at those bodies to wait for someone to revive them, and since you can't carry away your enemy or want to save your prisoners, I like it how it is. Would be nice if you could knife/punch them to kill them when they are wounded.
How its spoiling that tactic?
if sniper shot one of your squadmate when you are crossing on some muttrah street,
your squad have to try "revive","call evac" wounded(that he can spawn at rally or outpost)...if your squad doesent care,wounded must give up and he spawns at main and that squad has lost one member.
if your squad cares...search the sniper,supress him,use smoke,revive wounded...go in secure area,place rally nad he is back.
so remove epiphens and add new feature..CALL EVAC
Last edited by maarit on 2011-10-01 18:33, edited 1 time in total.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: reviving&instant spawn to outpost.

Post by Spec »

This general idea would work rather well with yet another rally point change, indeed.

Make rally points persist until destroyed or until a new one is placed, but make it impossible to spawn there unless 'revived' by a medic. Edit: Or to put it differently; unless revived by a medic or not having been killed by the enemy. Friendly fire casualties, people who just joined, people who got stuck and had to commit suicide etc. should all be able to spawn at the rally. Only people who couldn't be 'saved' by a medic would have to spawn at the nearest FOB - tearing apart only those squads that fail to treat their wounded.
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Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: reviving&instant spawn to outpost.

Post by Lugi »

That's a very good idea. I wonder why nothing has been done about it so far. And making the bandage usable only once per 5 minutes or so would also be nice.
B0ng_McPuffin
Posts: 28
Joined: 2011-07-22 22:00

Re: reviving&instant spawn to outpost.

Post by B0ng_McPuffin »

I think "hideouts" on insurgency should only be able to be used X amount of times before disintegrating. These are fairly uneducated and crude people and so are their shelters, especially temporary combat shelters.

This way squad leaders would be forced to keep building hide outs every 10-20 minutes to keep their forward position and not lose it.

If we're modifying spawn points and stuff, can we get rid of the ability to spawn on the unknown caches?
himond
Posts: 63
Joined: 2009-11-08 06:50

Re: reviving&instant spawn to outpost.

Post by himond »

Definitely medic system can?t stay as it is now. It generates a great disadvantage to the attacking force and to insurgents in general. This is because in a squad vs squad situation, the one trying to take the others position has less probability to success than the defending force (as should be and actually is) BUT the attrition that can make is neutralized by the enemy medics giving extra force to woundeds and ableing them to fight back again almost instantly as if nothing happened. Then the attackers squad needs to reorganize from beginning while defenders are ready and in position again.
The insurgents are in disadvantage because of their armament (thats ok) but then the medic system prevents the BlueForce from even suffering the (again) attrition made, without needing to loose time regrouping because the incapacitated soldier is back on his feet.
If the eternal RallyPoints have been taked out because of the incesant waves of fresh soldiers coming from the same point (while were supposed to symbolize squad members not actually present in it) why then the epipen system (if supposed to simbolized the same) hasn?t been reworked too?
The solution maarit originally posted is worth to try if possible to make it work. But, at least, also if possible, do the woundeds killable on the floor (with bullets, nades, etc, not needing to go close and use a KNIFE only!!!)
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: reviving&instant spawn to outpost.

Post by Cossack »

necro replay much? But as for medic system - its alright. Either you kill enemy and get those revives or die.
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himond
Posts: 63
Joined: 2009-11-08 06:50

Re: reviving&instant spawn to outpost.

Post by himond »

i think you didnt read what i wrote, at least you aren t taking any of the points.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: reviving&instant spawn to outpost.

Post by BroCop »

Tbh the points here you are trying to make are moot.

You want attackers to have equal odds against a defending team. They already have that. You are just doing it wrong. Dont expect to get hold of a position by not clearing it out.

You want the wounded guys to be killable while in wounded state. Thats already possible as explosions (whether it be nade, shell or any other kind of explosive) damage bodies that are in wounded state

You are talking about "eternal rallypoints" and then my mind went into "is this guy for real?" mode. You seem to not have any correct data on the new RP system judging on the way you wrote your post.
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himond
Posts: 63
Joined: 2009-11-08 06:50

Re: reviving&instant spawn to outpost.

Post by himond »

"You want attackers to have equal odds against a defending team. They already have that. You are just doing it wrong. Dont expect to get hold of a position by not clearing it out."

This is because in a squad vs squad situation, the one trying to take the others position has less probability to success than the defending force (as should be and actually is)...

"You want the wounded guys to be killable while in wounded state. Thats already possible as explosions (whether it be nade, shell or any other kind of explosive) damage bodies that are in wounded state"

But, at least, also if possible, do the woundeds killable on the floor (with bullets, nades, etc, not needing to go close and use a KNIFE only!!!)

"You are talking about "eternal rallypoints" and then my mind went into "is this guy for real?" mode. You seem to not have any correct data on the new RP system judging on the way you wrote your post."

If the eternal RallyPoints have been taked out because of the incesant waves of fresh soldiers coming from the same point -have been taked out = past time-

Read more carefully (or is that i wrote that bad really?)
Last edited by himond on 2012-09-29 21:05, edited 1 time in total.
Reason: not taking underlined
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: reviving&instant spawn to outpost.

Post by BroCop »

himond wrote:
This is because in a squad vs squad situation, the one trying to take the others position has less probability to success than the defending force (as should be and actually is)...
What is the point you are trying to make here really? You seem to write allot about something thats borderline inaccurate without actually proving anything to be gamebreaking gameplay wise.
But, at least, also if possible, do the woundeds killable on the floor (with bullets, nades, etc, not needing to go close and use a KNIFE only!!!)
Re-read my statement. Its there already. Killing wounded people with bullets is AFAIK hardcoded (however someone else will have to confirm this but I am fairly confident on this one). Grenades do kill tho.
If the eternal RallyPoints have been taked out because of the incesant waves of fresh soldiers coming from the same point -have been taked out = past time-
The RPs are not eternal which is why your argument is flawed and the changes done arent even final which makes the entire point invalid to begin with.
Read more carefully (or is that i wrote that bad really?)
Oh I did. Its just that either your arguments are invalid and/or bad or you are expressing yourself wrongly.
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himond
Posts: 63
Joined: 2009-11-08 06:50

Re: reviving&instant spawn to outpost.

Post by himond »

I cant prove anything because Im not posting a video. But I thought it wasnt necessary to do so because we all here play PR and the situation described in my first post isnt hard to imagine. It is a very common one, and you can think on kashan desert bunkers where a squad is trying to take a bunker from the enemy defending squad.
"BUT the attrition that can make -(the attaking squad to the defending one)- is neutralized by the enemy medics giving extra force to woundeds and ableing them to fight back.Then the attackers squad needs to reorganize from beginning while defenders are ready and in position again."
This is the main point

I didnt know killing wounded people with bullets was hardcoded, thats why I say "if possible".
"But, at least, also if possible, do the woundeds killable on the floor (with bullets[...]"
And killing them with bullets would be far different and essencially a lot easier than with grenades. So its not the same. And yes I forgot u can kill them with explosions.

I know RPs are not eternal anymore but they were back in 0.85 I think, thats why I use the past form in the verb "have been -(taked out)-" (in reference to the eternal RPs back in older versions)

"the changes done arent even final which makes the entire point invalid to begin with."
Are u saying RPs will be eternal again in 1.0??????? I just read a DEVs post saying they wont be. So...
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: reviving&instant spawn to outpost.

Post by BroCop »

himond wrote:"the changes done arent even final which makes the entire point invalid to begin with."
Are u saying RPs will be eternal again in 1.0??????? I just read a DEVs post saying they wont be. So...
No they arent. Just a bunch of people jumping the gun and whining before realizing what the hell is actually going on. I made an assumption you had the impression they were going to be eternal again, but I guess I was wrong.
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JIJOK
Posts: 7
Joined: 2011-10-30 17:52

Re: reviving&instant spawn to outpost.

Post by JIJOK »

just curiosity : both of you CroCop and Cossack112 quit cod series , right ? the enemry recieve an M24 head shot and a medic can revive him !!!! "medic: Its just a head shot, if you didnt die with flu this is just a scratch" so, he revives him and after a minute ( the only non-inmortal time ) can recieve another head shot and be revived again . OMG SO REAL !!!!! thats how games is and I play so I dont complain about it just stop playing for a while, but you CAN'T argue that

"You want attackers to have equal odds against a defending team. They already have that" ( by CroCop )
thats pathetic how can defend have same odds of attack ? sit at 200 mts of a door with M249 w8ting a 6 guys squad to attack , do u think attack have any chance ?

"But as for medic system - its alright." ( by Cossack112 )
so, lets try something : I shot you on the head with a M24 and lets see if even the best medic on the world can revive you .

game isnt 100% real , but as I said before , dont argue this kind of stuff , its just sad

ps : himond to pr beta tester
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: reviving&instant spawn to outpost.

Post by Rudd »

"medic: Its just a head shot,
actually afaik a sniper round to the head in PR will outright kill you
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: reviving&instant spawn to outpost.

Post by PlaynCool »

I thought of an idea.Make rally points like they used to be, permanent unless overrun, or knifed etc. BUT you should only be able to spawn on them if you are epipen'd by the medic, with a 15 sec delay, if you give up it should be normal like it is(30+sec) and only on FOB's or main base. Maybe give the medic a scope so more players would choose the class.And no more instant revivals from the dead by the medic.Also i remember some versions of PR ago, anything to the head was lethal, even pistol - DEAD DEAD.
Forgive my bad English... :?
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