Medic Patches feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
Wheres_my_chili
Posts: 240
Joined: 2011-07-31 23:35

Medic Patches feedback

Post by Wheres_my_chili »

As most of us probably know, the count of the patches that the medic can carry has been reduced from 11 in .98 to 6. I personally feel that this is too few patches for the medic to be able to support himself without an immediate source of supplies but I'm curious to see what everyone else thinks.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
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Re: Medic Patches feedback

Post by rPoXoTauJIo »

And everyone keep forgetting that we have 2 medics in squad with UNLIMITED medic bags... ;)
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saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: Medic Patches feedback

Post by saamohod »

I prefer to have an abundance of patches when I play as medic. It really "un-ties" my hands and allows me to heal wounded the way I deem necessary. So I was kind of disappointed with the new system. But maybe it is just a habit for me and Devs had deeper considerations on this matter.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Medic Patches feedback

Post by ghostfool84 »

0.98 patches was a bit to many, no we have a not enough i think. If you get hit you most need 2-3 dressings to stop bleeding. That means you can heal yourself 2 times and then out of ammo. If there are two Medics in the Squad the system will work because you can easily heal each other, but if you have not a full Squad its really a Pain. 8-10 field dressings would be nice or he should get the better dressings that the officer has. Or just give him his old bag back with reeaaaaallyyy slow healing rate.
Last edited by ghostfool84 on 2013-07-03 08:03, edited 2 times in total.
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: Medic Patches feedback

Post by nAyo »

This is too few indeed. I exclusively play medic, and from my experience the amount of patches has been decreased too much. Did DEVs really think 11 was too much and 6 okay? if so I hope this is a joke, I suggest them to go play medic more than they do and see by themselves.

Now you get hit twice, and you're out of ammo. And to reload everything you'd need shit tons of ammo since it'd have to refill epipens and smokes first, so one ammobag is for sure not enough.

Right now there is two medics because there is 100 players, there won't always be 100 player servers.
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ShaddyDaShadow
Posts: 26
Joined: 2011-07-31 15:52

Re: Medic Patches feedback

Post by ShaddyDaShadow »

8 patches would be a good balance I think
Myru
Posts: 137
Joined: 2009-01-29 12:53

Re: Medic Patches feedback

Post by Myru »

rPoXoTauJIo wrote:And everyone keep forgetting that we have 2 medics in squad with UNLIMITED medic bags... ;)
this.

And to be honest, I find the recent need to organise supplies and ammo really refreshing, since I seem to run out of ammo due to suppressing being more efficient than ever and medics having less patches. Squads have to keep their recources in mind if they want to keep their death-score low an their ammo/patch/whatever-count high, which requires the SLs to keep an eye on the squads overall recources, thus further reinforcing his role of a tactical leader.
007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: Medic Patches feedback

Post by 007.SirBond »

I think there was too many dressings in 0.98 and now there are too few. I also think 8 dressings would be a nice balance. There are times in game when using a dressing on a downed friendly before revive is needed. Only having 5 dressings is problematic.
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Medic Patches feedback

Post by zloyrash »

Vote for 7-8 patches
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Medic Patches feedback

Post by viirusiiseli »

8-12 patches would be sufficient.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Medic Patches feedback

Post by ghostfool84 »

Maybe a moderator can add a vote to this
=B2B=P5YC40
Posts: 7
Joined: 2013-06-29 17:37

Re: Medic Patches feedback

Post by =B2B=P5YC40 »

People who don't play medic will say it will do.

Us professional medics know that it just isn't enough. No binocs and less patches is putting me off the role.

How many team run without a medic? and then expect you to get them up/heal?

Perhaps in 'v1.1' you have to have a medic in the squad else no squad, this would be fantastic. Keep my blood pressure down.
=B2B=P5YC40
Posts: 7
Joined: 2013-06-29 17:37

Re: Medic Patches feedback

Post by =B2B=P5YC40 »

ShaddyDaShadow wrote:8 patches would be a good balance I think
I always try to drop a patch before reviving so that they can move and see better so 9 pens and any less than 9 patches doesn't cut the mustard I am afraid.

And what about a patch or 3 for me - that makes 11!!! What a coincidence.

Dr P5YC40 MRCS FRCP FRCS
Unhealed
Posts: 365
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Re: Medic Patches feedback

Post by Unhealed »

The current number is too low, I don't use them to speed-up the revival process anymore, like not even once, gotta keep all of them for myself. I suggest you to add at least few more patches, or give medic a choice to pickup a scoped rifle since he is not a cqc terminator anymore and can't revive everyone super-fast as in 0.98
BloodyDeed
Retired PR Developer
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Post by BloodyDeed »

The main reason why we decreased the amount of field dressings is because we didn't want it to get used during the "revive" process.
That is totally counter-intuitive and a very weird behaviour gameplay wise.

It's something a lot of players do (or did), it even became some sort of standard procedure.
I even had people raging at me (or nearby medics) cause they forgot to do that or just hadn't had any patches left.

Personally I really think 6 patches are enough if you keep them for yourself and considering the fact that a SL can choose to have a 2nd medic in a squad.
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Unhealed
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Re: Medic Patches feedback

Post by Unhealed »

[R-DEV]BloodyDeed wrote: Personally I really think 6 patches are enough if you keep them for yourself and considering the fact that a SL can choose to have a 2nd medic in a squad.
Can you have 2 medics on 64p servers too? If yes then I agree with you, 6 patches is enough.
But it was kinda fun to throw a patch before reviving, made it a little bit more complex hence a bit more interesting.
FoxtrotFaulkner
Posts: 26
Joined: 2009-07-08 16:48

Re: Medic Patches feedback

Post by FoxtrotFaulkner »

I honestly feel like 6 patches are plenty when things are going the way they should be (squad is together, has a rifleman or two, logistics is competent, etc).

I can heal myself two to three times in a small squad with 1 medic, and I can stretch those out much further when I have a full squad and another medic along side me (we can heal each other). When I need supplies (and I should run out of ammo as often as other kits) I should have to lean on my team to supply me.
Schwab
Posts: 10
Joined: 2013-02-25 15:28

Re: Medic Patches feedback

Post by Schwab »

[R-DEV]BloodyDeed wrote:The main reason why we decreased the amount of field dressings is because we didn't want it to get used during the "revive" process.
That is totally counter-intuitive and a very weird behaviour gameplay wise.

It's something a lot of players do (or did), it even became some sort of standard procedure.
I even had people raging at me (or nearby medics) cause they forgot to do that or just hadn't had any patches left.

Personally I really think 6 patches are enough if you keep them for yourself and considering the fact that a SL can choose to have a 2nd medic in a squad.
If the reviving-abuse of field dressing is your main point for this change, u could also bring back the (good old) self-healing ability with medic bags by looking up-/downwards. :)
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Medic Patches feedback

Post by ghostfool84 »

Or just give a heal delay on field dressings, 2 seconds will be enough so it doesnt help to stab and runaway fast...
Nate.
Forum Moderator
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Re: Medic Patches feedback

Post by Nate. »

[R-DEV]BloodyDeed wrote:The main reason why we decreased the amount of field dressings is because we didn't want it to get used during the "revive" process.
That is totally counter-intuitive and a very weird behaviour gameplay wise.
Why did you let everyone see everything clearly after the revive then? Because that is basically what the patch does in 0.98?
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