[Gameplay] Medics and healing dynamics

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Chanvlan
Posts: 262
Joined: 2008-02-02 03:36

Re: [Gameplay] Medics and healing dynamics

Post by Chanvlan »

Spaz wrote:Really good changes but just like eggman said there will always be someone who will complain beacuse he/she doesn't know about the "give up" option.
Maybe it should be a HUGE sign flashing on the screen "NOOBS CLICK HERE" or just make it big and explained so EVERYONE *turns and looks at noobs* knows whats happening :)

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Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: [Gameplay] Medics and healing dynamics

Post by Scandicci »

DB, these changes go a long way toward making the Medic kit no longer the one that the SL is forced to assign because no one wants to play it. Hopefully, we will see fewer squads running around without a Medic and as SL we will not have to force the kit on someone.
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Gameplay] Medics and healing dynamics

Post by M.Warren »

Deadfast wrote:A little request: Since the downtime is getting increased, what about increasing the number of "Medic!" shouts as well?
[quote=""'[R-DEV"]dbzao;696981']That's hardcoded from what I know, but we may have a few options...[/quote]

[quote="Deadfast""]Ah, I was afraid of that. I wish you good luck with bypassing ;) [/quote]

Yeah, I suggested that detail previously. As per standard BF2 medic routine you can only call out 3 times, each time is 10 seconds long. So the 1st is automatic, the 2nd and 3rd you control by clicking.

Basically anything after the first 30 seconds Medics will start realizing that finding revivable soldiers may become a problem. Hopefully something can be done about it.

Glad you noticed that Deadfast. Good attention to detail. :thumbsup:
Take the Blue Pill or take the Red Pill?

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killer010devin
Posts: 42
Joined: 2008-05-24 20:46

Re: [Gameplay] Medics and healing dynamics

Post by killer010devin »

yeah but their names blink, they have a black bar, and a little lightening bolt thing on the map... unless they said they were taking it out, which i didnt see
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WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: [Gameplay] Medics and healing dynamics

Post by WeeGeez »

Iv'e read through every page in this topic to see if anyone had asked the same questions as me, which someone did...
Charity Case wrote:How will the respawn change effect kit reallocation? Will your kit remain on the battlefield until you "give up"?
...Although, he/she never got an answer yet.

My question, the same as the above, a bit: If you have the ability to stay "critically wounded" for 5mins, the kit you dropped will it disapear?
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: [Gameplay] Medics and healing dynamics

Post by Sabre_tooth_tigger »

Well he said 60 secs so thats how long the kit will be available for I guess, you need the kit bag in case you get revived

So that alone has a knock on effect to HAT kits being lost or captured. Im not sure if the bag would disappear when you give up or stay till the full 60
Colt556
Posts: 352
Joined: 2008-06-06 11:42

Re: [Gameplay] Medics and healing dynamics

Post by Colt556 »

Personally, I think 60 seconds is too short. A responsible squad would want to clear out any hostiles that downed you in the first place. And if you're fighting more then one or two enemies, the battle could be a lot longer then 60 seconds. I'd rather see a 5 minute criticly wounded time, with the traditional 30 second respawn time. So we can sit there and listen to our squadies fight on and hope they can revive us, and if not, then we just respawn.
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