reviving&instant spawn to outpost.

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_Fizzco_
Posts: 266
Joined: 2009-06-17 12:51

Re: reviving&instant spawn to outpost.

Post by _Fizzco_ »

JIJOK wrote: 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 ?
Clearly you've never heard of a lapse of concentration, I've seen it to many times 1 guy walks in and nobodys paying attention, bam your all dead. to one guy. and you were defending.

I've also many a time seen squads clear out buildings with enemys in within 30 seconds, with losing maybe 1 or 2 guys? I've also seen it happen with nobody dieing.

You seem to think that defending gives you the best advantage, unfortunately thats not true, yes you do get advantages, higher ground, the ability to have enemys walk into your ARS line of fire. But your static, still, The enemy know your there, it's as easy as having mortars hit the building to supress you, or use a grenadier to either kill you because your on a balcony, supress you or simply blind you by smoking the building

No building is 100% defendable.
Just keep that in mind

Also, it's a game. Fun will always overwrite realism, even if it is a realism mod.

Even in Arma you can get shot in the face by a tank and get revived (assumming what settings your on)
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Professorson
Posts: 259
Joined: 2012-05-30 07:05

Re: reviving&instant spawn to outpost.

Post by Professorson »

^ your such a wise old man
himond
Posts: 63
Joined: 2009-11-08 06:50

Re: reviving&instant spawn to outpost.

Post by himond »

No building is 100% defendable.
Of course not, but the epipen system gives an extra advantage (unfair and far unrealistic) to defenders since they are mostly behind cover while atackers have to expose themselves if trying to take positions. Then, if you take out an enemy, the (unless u have the only grenadier kit at your disposal) riflemans cant make anything to stop medic from reviving him.
Always defenders have obvious advantage in 1 to 1 situation. And no, you cant know where they are, even if playing always the same map.
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

Re: reviving&instant spawn to outpost.

Post by mockingbird0901 »

Rudd wrote:actually afaik a sniper round to the head in PR will outright kill you
Well, nope. I even remember sitting on a boat in Muttrah with you asking you about why it didn't flat out kill you, and you said that it wouldn't make any sense for that bullet to kill, yet the others not to do so.

And yea, even a normal bullet to the head would have the medic go 'Its not like most of your brain is missing and is now laying in pieces on the floor in a cone like pattern relevant to where you got shot from.... Oh wait..'

Unless you have been playing the super secret DEV's only 1.0 build ofc and is now mixing the two up :razz:
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

PlaynCool wrote: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.
yep,that sounds good.
hardcore suggestion mixed to permanent rallys.
with that idea,enemys would not just running from the woods all the time.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: reviving&instant spawn to outpost.

Post by Lange »

Highly support the med system change, and it has been proposed a few times at least and the DEVS have to be aware of it and maybe considered a change.

However as of now the medic system in PR has been pretty flawed in some respects but still works as a core that we say it doesn't work overall but just isn't preferable here is a breakdown of the many pros and cons i've noticed:

Cons

1. Not very realistic bringing someone right up after being downed, but better than vBF2 and is somewhat unfair to the attackers in many instances as a attacked squad is reinforced on the spot if not completely wiped and able to revive spoiling efforts often.

2. Reviving then being dead dead before 2 mins is often a huge and sometimes unavoidable pain.

3. Does not really make players care about loss of life ingame other than the fact they have to spawn somewhere else away from the fight unless they are revived.

Now for pros:

Pros

1. Tied and true medic system since the introduction of PR.

2.Simple and effective system that is straightforward and probably suits whats mostly possible on the BF2 engine.

3. Able to be brought into the game on the spot after being wounded.

A few thoughts on this otherwise: The epipen is really awkward and really something should be modled to be a complete medkit in the hands with maybe a syrnge or something to pop a gun and not a epipen. The Epipen gets way to much emphasis I think even being skinned on the Medic soldier models. Idk what but just is a but out of place maybe something else more realstic can take over for the epipen.

Medic system should be revamped to focus more on saving lives and tickets then getting your squad back in the map like it is now to balance attacker success vs attacked unit. I have a lot of elaborate ideas for maybe another time but the original poster of this thread had a good point. In a nutshell though being saved and able to spawn somehow is along the lines of maybe what can be done with the engine limitations and changing the way it is now.
TomatoGun
Posts: 5
Joined: 2012-10-10 21:29

Re: reviving&instant spawn to outpost.

Post by TomatoGun »

What about removing Rally point?. Either make its a paracute spawnpoint(para in RP) for limited time. Or total remove it. when people are DD they spawn in main or nearest FOB and must take chopper,APC or walk to regroup. Really dont see the idea in a RP. To ad the realism, and to cut the constant screaming in my ears- Can you set a RP, SL can you set a RP?. When im busisy fightring the very same people that just killed him/them...

1) Ads realism, be more carefull to not loose Squad mates, and to NOT GIVE UP.

2) If it is the paracute drop RP drop in(in bigger AAS maps), this makes the squad be more aware and make them vulnerable to there friend have the feets on the ground, and make them fall back when taken enough loses. instead of just falling 50-100meters back and set a RP, and come back strong again,most often not total clear of the contacts(seen often). And really not fair for the team that maybye still back teamworking reviving and saving tickets for there team.

MayB im just sadistic, but i think there should be more of a punish, to a squad that are leaving a man behind. Medic already have 3 chances to save. first heal if he dies then revive, then heal. If he dies again this must be on the squad, for not organizing, and communicating "covering". Therefor punish
Why the f*ck cant the avatar edit be more easy, i will have my own godda*mit picture.Stupid
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: reviving&instant spawn to outpost.

Post by BroCop »

The parachute idea simply wouldnt work since the chute takes a slot in the inventory...besides why the hell would they parachute a single dude into a city/mountain to reinforce a squad
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KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: reviving&instant spawn to outpost.

Post by KiloJules »

CoH airborne doctrine anyone? Nah, seriously...not the biggest fan of RPs in the first place but paras would just be worse...
ALFABETAS
Posts: 66
Joined: 2009-06-26 08:02

Re: reviving&instant spawn to outpost.

Post by ALFABETAS »

maarit wrote:i think that this suggestion is very hardcoded but i must give a try.
its also very hardcore suggestion.
when your squadmember gets wounded and needs to be revived.
medic comes and revives him.
after the epiphen,the map pops up to
woundeds screen and his options are now to spawn to the outpost or rally.(or mainbase if he likes to walk back)

but then if you push the give up button,you cannot spawn at outpost,you must spawn at mainbase.

this would help that you think twice before you give up.
i have played medic some and its very usual that wounded dont wait the medic come.
this would help to the realistic gameplay when you shot the enemy,he gets wounded,he is off the battlefield and maybe enemy squad needs to fallback.
i have seen much suggestions about medic vehicles but its taking too much space from the actual assets.
this suggestion kind a simulate that,the wounded have to fallback nearest outpost to get proper treatment.
and for the new model of outpost,add medictent etc.

and first who says that"hey,this is not hardcoded gets 10 points and parrot stamp :smile:





EDIT OF EDIT OF EDIT:so remove epiphens and add new feature..CALL EVAC
We going to have main rape agent! :2gunsfiri :15_cheers
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: reviving&instant spawn to outpost.

Post by L4gi »

himond wrote:Of course not, but the epipen system gives an extra advantage (unfair and far unrealistic) to defenders since they are mostly behind cover while atackers have to expose themselves if trying to take positions. Then, if you take out an enemy, the (unless u have the only grenadier kit at your disposal) riflemans cant make anything to stop medic from reviving him.
Always defenders have obvious advantage in 1 to 1 situation. And no, you cant know where they are, even if playing always the same map.
The medic cant revive for ever. If you get shot again within a few minutes, you die. And then youre out of the game. You need to keep up the pressure when attacking, and eventually it will fall. Most of the buildings etc in PR have places which are the best spots to defend from. If the defenders dont use them, good for me. If they do, not so good for me because they are in an awesome spot but I also know where they are.
Marinko-YU
Posts: 31
Joined: 2012-08-24 01:26

Re: reviving&instant spawn to outpost.

Post by Marinko-YU »

CroCop wrote:The parachute idea simply wouldnt work since the chute takes a slot in the inventory...besides why the hell would they parachute a single dude into a city/mountain to reinforce a squad
I dont like the parachute idea.But since they removed binoculars it can replace them.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: reviving&instant spawn to outpost.

Post by Lange »

TomatoGun wrote:What about removing Rally point?. Either make its a paracute spawnpoint(para in RP) for limited time. Or total remove it. when people are DD they spawn in main or nearest FOB and must take chopper,APC or walk to regroup. Really dont see the idea in a RP. To ad the realism, and to cut the constant screaming in my ears- Can you set a RP, SL can you set a RP?. When im busisy fightring the very same people that just killed him/them...

1) Ads realism, be more carefull to not loose Squad mates, and to NOT GIVE UP.

2) If it is the paracute drop RP drop in(in bigger AAS maps), this makes the squad be more aware and make them vulnerable to there friend have the feets on the ground, and make them fall back when taken enough loses. instead of just falling 50-100meters back and set a RP, and come back strong again,most often not total clear of the contacts(seen often). And really not fair for the team that maybye still back teamworking reviving and saving tickets for there team.

MayB im just sadistic, but i think there should be more of a punish, to a squad that are leaving a man behind. Medic already have 3 chances to save. first heal if he dies then revive, then heal. If he dies again this must be on the squad, for not organizing, and communicating "covering". Therefor punish
Parachuting units are not very common in militarys and using it as a simulation of reinforcement isn't realistic at all. I'd much rather keep the current medic system than something like that.
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: reviving&instant spawn to outpost.

Post by PlaynCool »

Or make it the way it used to be. When shot in the head you are DEAD DEAD, also damage from explosions, grenades etc = DEAD DEAD, one person can't be revived more than once . + Less time for the rallies to rearm.I really hate it when my squad is assaulting a building, we drop one or 2 of them who sit near the windows etc. and they simply revive ... We get killed by a guy who is camping the stairs, or different rooms, and by the time we reach the same building 2 minutes have passed, really annoying ...
Forgive my bad English... :?
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: reviving&instant spawn to outpost.

Post by Arab »

PlaynCool wrote:Or make it the way it used to be. When shot in the head you are DEAD DEAD, also damage from explosions, grenades etc = DEAD DEAD, one person can't be revived more than once . + Less time for the rallies to rearm.
But it is like that way. I think. :S

But it's hard to get a head shot. The enemy must stand still, and the person aiming must have as little deviation aka a prone position as possible. Then when you get shot, you are dead dead. Better check the changelog for confirmation.

I think the grenades, explosions from when you are shot and revivable on your body counts as dead dead still. Though I admit sometimes you hit an enemy in an area, and it doesn't register from the server-side. The system is in that.
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