[Gameplay] Medics and healing dynamics
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CryOfTheWulfen
- Posts: 82
- Joined: 2008-05-06 18:05
Re: [Gameplay] Medics and healing dynamics
I see where the medic scope argument is coming from, and i agree with it mostly, as i play medic 99% of the time, But then there would be no insentive to be rifleman. Noone uses grenades, and other classes people use have shovels.
Also I love the new spawn time but i agree that the player should be allwed to shot medic more than the twice they can now, or just auto once every 10 secs. This would help loads, as in grassy levels i can never locate the downed player as most times they hit the mewdic shout twice then you know the general direction but nothing else. Ive lost loads of people, maybe 50% that ive lost, to my inability to find them.
Anyway keep up the good work guys, lovin it
Cry Wolf
Also I love the new spawn time but i agree that the player should be allwed to shot medic more than the twice they can now, or just auto once every 10 secs. This would help loads, as in grassy levels i can never locate the downed player as most times they hit the mewdic shout twice then you know the general direction but nothing else. Ive lost loads of people, maybe 50% that ive lost, to my inability to find them.
Anyway keep up the good work guys, lovin it
Cry Wolf
When you call no-one will save you!
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Vlade.the_medic
- Posts: 70
- Joined: 2007-05-22 17:38
Re: [Gameplay] Medics and healing dynamics
Cry I have had the same problem finding the soldier in tall grass and a few extra shouts of medic whould be nice to help.

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PlaynCool
- Posts: 711
- Joined: 2008-04-06 21:51
Re: [Gameplay] Medics and healing dynamics
If i decide to give up will i lose points for suicide?
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dbzao
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
No... that's why we changed the button to GIVE UP instead of SUICIDE.PlaynCool wrote:If i decide to give up will i lose points for suicide?
- WeeGeez
- Posts: 842
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Re: [Gameplay] Medics and healing dynamics
lol, pwned.[R-DEV]dbzao wrote:No... that's why we changed the button to GIVE UP instead of SUICIDE.
Was wondering, maybe put an icon on the map, to indicate a downed soldier along with additional shouting... or is that too unrealistic?
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dbzao
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
Nobody "pwned" anybody... I just replied to the question and the reason we called it something else.
The map icon is already there from vanilla... you just need to open the map to see it. Not the ideal solution, but it's there.
The map icon is already there from vanilla... you just need to open the map to see it. Not the ideal solution, but it's there.
- WeeGeez
- Posts: 842
- Joined: 2007-10-08 21:30
Re: [Gameplay] Medics and healing dynamics
Lol, really? I'm getting confused I didn't remember that feature, didn't play BF2 that much then... I think it's in BF2 but they removed it from PR no? Ah shucks, I think I should just be quiet now... I'm obviously not an expert medic. mouth zipped.[R-DEV]dbzao wrote:you just need to open the map to see it. Not the ideal solution, but it's there.
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Charlie!
- Posts: 48
- Joined: 2008-06-10 00:21
Re: [Gameplay] Medics and healing dynamics
As Cry said, i also play medic 99% of the time, and I also have a problem with the healing... I have an idea that may help, since you say putting an icon in the map is unrealistic, you can give players who are critically wounded the option of putting a beacon, which can let you know where you are and with the risk of the enemy team seing it to so its a risk to use, and yea i know, how can a critically wounded person set up a beacon, well yea if he actually is as wounded as to not being able to a small beacon (in form of colored smoke grenade,radio signal, whatever u can think of) he then doesnt have the ability to be revived and go to the battlefield again, so this may be a possible solution
p.s.: As to the term "Radio Signal" I mean sending a signal through a button, phone, whatever that he medic can receive and know where player is.
Charlie
p.s.: As to the term "Radio Signal" I mean sending a signal through a button, phone, whatever that he medic can receive and know where player is.
Charlie
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Charlie!
- Posts: 48
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Re: [Gameplay] Medics and healing dynamics
And both teams may have it but in different forms so it is balanced
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: [Gameplay] Medics and healing dynamics
[R-DEV]dbzao wrote:Nobody "pwned" anybody... I just replied to the question and the reason we called it something else.
Yo, you got the juice now, man.
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Deadfast
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
A little request: Since the downtime is getting increased, what about increasing the number of "Medic!" shouts as well?
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General Dragosh
- Posts: 1282
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Re: [Gameplay] Medics and healing dynamics
U yess please..... taht be nice to scream more than twiceDeadfast wrote:A little request: Since the downtime is getting increased, what about increasing the number of "Medic!" shouts as well?
[img][/img]Newly ordered sig !
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dbzao
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
That's hardcoded from what I know, but we may have a few options...
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Deadfast
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
Ah, I was afraid of that. I wish you good luck with bypassing[R-DEV]dbzao wrote:That's hardcoded from what I know, but we may have a few options...
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SleepyHe4d
- Posts: 221
- Joined: 2008-02-11 10:25
Re: [Gameplay] Medics and healing dynamics
Like having it play a single sound file that just call for medic and then silence for a couple seconds and repeats the sound and so on instead of replaying the medic shout soundfile which I'm guessing it does. No idea if that's how it works or if that would work.[R-DEV]dbzao wrote:That's hardcoded from what I know, but we may have a few options...
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Charlie!
- Posts: 48
- Joined: 2008-06-10 00:21
Re: [Gameplay] Medics and healing dynamics
Anyways, im sure you guys will come up with something, you cans can do anything... I mean, you made a totally different game , which is ten times better, I think a few shouts wont do much challenge. 
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billdan
- Posts: 319
- Joined: 2007-04-13 22:58
Re: [Gameplay] Medics and healing dynamics
option for longer critically wounded time vs "give up" reminds me of LOTR online revive system
|TG-69th|Mix0lydian in-game
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moj
- Posts: 198
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Re: [Gameplay] Medics and healing dynamics
No I agree, and sadly keeping reviving is just a win for the ritalin kiddiesPlaynCool wrote:Am i the only one who thinks reviving is not that realistic at all?
Unless the medic situation is seriously reviewed by the devs, with the popularity of this game increasing, I can only see more and more playing who don't give too much of a damn if they die or not. And thus, the realistic element of the game declines.
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Smegburt_funkledink
- Posts: 4080
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Re: [Gameplay] Medics and healing dynamics
As has been stated before, the defibs are a kinda 'placeholder' or just a plain stand-in for the complecated animations that would be needed for a medic helping a downed soldier. Just use your imagination a bit.moj wrote:No I agree, and sadly keeping reviving is just a win for the ritalin kiddiesI'd rather see defibrilators gone from the game altogether. How many medics do you see on a RL battlefield using them, let alone soldiers getting up and fighting again after being revived and treated for a few moments?
That's why the revive times are being revised and the wounded effect being tweaked.moj wrote:let alone soldiers getting up and fighting again after being revived and treated for a few moments?
[quote=""'[R-DEV"]dbzao;690670']Another change was to reduce the health after revived to the "black vision" state, so it won't be a good idea to jump up and run away. Let the medic get you the first aid and after your vision comes back to normal it's ok to move to a safer location. Just a more "realistic" behavior we want from soldiers coming out of a critical wound.[/quote]
[quote="moj""]Unless the medic situation is seriously reviewed by the devs, with the popularity of this game increasing, I can only see more and more playing who don't give too much of a damn if they die or not. And thus, the realistic element of the game declines.[/quote]
That is the whole point in this WIP thread, to review the medic situation...
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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PlaynCool
- Posts: 711
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Re: [Gameplay] Medics and healing dynamics
it is realistic if you are 50 centDoc_Markus wrote: I'd rather like to see an headshotted guy being revivable too.
And now please don't argue about realism...
I agree with that, this way everyone will be pleased.Make the downed players invunreble to small arms fire, but make them vunreble to the knife.Doc_Markus wrote: Maybe you could implement arresting downed players (like a civvie)? I'd like to see that, although I dont like the knifing aspect...
btw i was pwned because someone replied to my comment?
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sory for my english

