Defib or not defib...

General discussion of the Project Reality: BF2 modification.

Should defibrillators be removed from the medic class?

Remove defibrillators
37
47%
Keep in defibrillators
41
53%
 
Total votes: 78

Psycho_Sam
Posts: 255
Joined: 2005-06-15 00:03

Post by Psycho_Sam »

lol i was waiting for the opportune moment :P
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Dearmad
Posts: 3
Joined: 2005-08-14 21:00

Post by Dearmad »

In the realism mod medics are becoming too... well, useless. I say keep it in. It IS a game after all, not actual realism. No one dies, we all come back.
Tonedef
Posts: 115
Joined: 2005-07-16 23:07

Post by Tonedef »

I think that they should stay...you should just be able to 'finish off' a wounded soldier...as said in one of my topics.

I always seem to play as a medic in PRMM, which is weird because I never used to in Vanilla. It just seems like they are more of an essential now.

But I do think, to make it a tad harder for them, they should not automatically heal 20 people just cause they are next to you and you have a bag out. Medics should have to use the bags like the defibs...so actually target and use it on a soldier.
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TravelinWes
Posts: 1
Joined: 2005-08-12 12:29

Post by TravelinWes »

How about servers with defib and servers without?
I luv joo.
GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

Can we have server's that are just knife's too.........

That's a waste having x number of server's with and x number of server's without defib's...

Can't we just have a batterie supplie or something on a defib so you can only use it 3 times before you have to recharge it or something ( recharge by going to a ammo bag).
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
worst 3
Posts: 253
Joined: 2005-08-13 07:19

Post by worst 3 »

if your hit that bad a defib is not all your going to need ur going to need some blood. the medi should have plasm with him and have a limted amount. the med should need to use both to revive a soldier
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

[sarcasim]he should also perform some serious surgery should they animate that to?[/sarcasim]

not to flame but weve got to cut down on these ideas that are just plain impractical, the revival procejure cant be too long or else itll be useless cause the medic will get gunned down in the process
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worst 3
Posts: 253
Joined: 2005-08-13 07:19

Post by worst 3 »

im not saying he had to hold it there but he puts the the Iv in and that is it the guy then heals until he gets back his heath insted of full hp right after being revived
SG_BrianDamage
Posts: 1
Joined: 2005-08-11 17:45

Post by SG_BrianDamage »

That's so true. If you want to take realism to the MAX!!!! then you'll have to get rid of the magic medic bag.
I agree, fine for vanilla but should be removed here. Plus Medics should only restore 1/4 to 1/2 health Max. You should be careful not to make them too ineffective though.
BrianDamage
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Tonedef
Posts: 115
Joined: 2005-07-16 23:07

Post by Tonedef »

Or medic packs could be used to just stop bleeding.
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

i think they should be able to heal a little, but definiely not the way they can now, also they shouldnt 'recharge' or whatever you see happening now, they should be 1 time use things and every medic should carry 2-3 of them.
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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

exdeath wrote:Remove medics until you find a way to put they realistics in the game. Before that you cab maybe choose another new class to replace the empty slots of medics medics.
your kidding rite? :shock:
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

medics are a huge asset to teamwork, even more so now that bleeding is a factor.
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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

exdeath wrote:
Beckwith wrote:
exdeath wrote:Remove medics until you find a way to put they realistics in the game. Before that you cab maybe choose another new class to replace the empty slots of medics medics.
your kidding rite? :shock:
I didn't think before posting this sorry.
fair enough

in 42 or DC it Might have been someothing worth considering but the fact that there is no static med cabinets it simply cant be done in BF2 even tho it would be un realistic seeing as how mil units carry self contained medical personal and supplies you dont just stumble into a random house and expect to find morphine drips plasma and other such supplies
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cdnbmb
Posts: 6
Joined: 2005-08-24 11:25

Post by cdnbmb »

I think JohnDoe gamers post was pretty good.
Possibly having the ability to get revived players to a casualty collection point for treatment would be feature.
In the game, my feelings would be you want to stop the wounded from dying first and foremost. If there is woundingin the game, then bandaging that is the most important thing.If they are unconcious then shocking them alive or injecting them or kicking them in the nutsack, whichever model or animation you favour, would be good.After being revived you shouldnt be able of course to jump up and run the ironman.

I actually kinda like the mobile hospital kind of thing. The casuallty collection point ahs to be mobile in some form or anotehr, be it as a flag the medi has, where he can park it down and everyone within a few meters ofit will have their health replenished at a rational rate or as a vehicle, that can of course get shot.

While I think that medic need a rifle for self defense, I think the pistol can go. The frags are needed since they are most helpful in breaking contact.
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: Defib or not defib...

Post by Airsoft »

To those of you who think it's funny to revive threads from ages ago by posting or voting, you will be found, and you will be banned.
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