Remove the Epipen
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Hresvelgr
- Posts: 248
- Joined: 2008-04-30 15:16
Re: Remove the Epipen
Yeah, the status quo is good as is. I'm baffled as to the complaints about medics healing fresh kills coming up only in this release. Sure headshots are gone, but it's not too hard to kill medics when they're busy. On insurgency maps, I usually pick up an RPK/PKM, find a spot to hide in, and gun people down until the medic comes in. Usually works too, you see, medics often choose to risk their lives rather than piss off squadmates by abandoning them. I don't see why everyone else has such a problem. Also, even if medics healed the guy you killed at least you slowed the enemy squad down.
"I'm not crazy, I'm the only one who's not crazy!"
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: Remove the Epipen
I'm saying if the people are alive enough to take an injection, and then a medic bag, to come back to 100% working order. Then, why not let them walk around real slow and have impaired vision, until the medic gets around to healing them with the bag. You could still lay down for the 2mins or whatever it takes to fully bleed out.The_Force_Majeure wrote:What's the alternative to syringes? shock paddles?
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badmojo420
- Posts: 2849
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Re: Remove the Epipen
I've had these complaints since i started playing. Except this release has used the medic system to the extreme. Squads are running 2 medics, it's rare to go down to a black screen, deviation changes made the iron sights 100x better, lots of engineers are left without a wrench, etc.Hresvelgr wrote:I'm baffled as to the complaints about medics healing fresh kills coming up only in this release.
A big part of PR is insurgency mode, and being a good insurgent requires a lots of unconventional warfare tactics, that don't always include the practice of wiping out the enemy completely in head on battles. So when the 'infidels' can just 'revive' almost anyone you take down, well, i don't want to say it unbalances them. But it make the game unrealistically hard on them. I would be happy to have this system implemented on insurgency only. But, i just have a hard time with the fact that no matter what i do, as far as bullets into a person, they can live and be revived for up to 2mins. And not only that, they can act dead and silently talk over voip.
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Hresvelgr
- Posts: 248
- Joined: 2008-04-30 15:16
Re: Remove the Epipen
Hmm... I see. It would be easier if the insurgent equivalent to a medic didn't take 5 minutes to spawn, too. They should also put headshots back in. Then all will be right with the world. Yeah, without headshot kills the idea of going into the path of a .50 cal or a squad automatic machine gun is a lot less worrying. I'm still used to being cautious around those, but I guess a lot of others don't care.
"I'm not crazy, I'm the only one who's not crazy!"
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nicoX
- Posts: 1181
- Joined: 2007-07-24 10:03
Re: Remove the Epipen
This is what I'm saying when thinking gameplay over reality. They took away headshot kills and now this things are suggested. In the end this is just gonna make the game fruity. Stick to realism.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Remove the Epipen
Once thing that might help limit the dumb medicness that can heal his entire squad despite him being the only survivor is putting a huge reload time on the epipen.
I think the epipen should stay, because its a gameplay facilitator. But if it takes 5-10 seconds for the epipen to be ready for another revive, the chances are that som1 is gonna die of their wounds, probably more than 1.
This would help sort it out I think.
I think the epipen should stay, because its a gameplay facilitator. But if it takes 5-10 seconds for the epipen to be ready for another revive, the chances are that som1 is gonna die of their wounds, probably more than 1.
This would help sort it out I think.
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: Remove the Epipen
If you remove the epipen, this Mod will lose a lot of people. At the end of the day, it's a game, and yes, it's called Project Reality, but it's still a game. Reviving someone means that effectively you can continue on the fight, and have more fluid gameplay. Without the revive, you would have static attacks, which lasted for 5 mins or so. It just wouldn't be fun and the same. If you as an enemy can wipe out an entire squad except for their medic, and not kill the medic, well then he's either really lucky, or you need to check your aim 

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Oddsodz
- Posts: 833
- Joined: 2007-07-22 19:16
Re: Remove the Epipen
Maybe 2 medic classes would address this issue. 1 with epipen and 1 without. Make the the 1 with epipen a requestable kit with a max of 9 per team (one for each squad) with a 3/5 minute relocation timer. The 1 without epipen can still heal players. Just can't revive players.
Or just bring back head shots. But that has it's own issues. I Wonder if the hit box for the head shot could be made smaller?
Or just bring back head shots. But that has it's own issues. I Wonder if the hit box for the head shot could be made smaller?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Remove the Epipen
At the same time we all welcome medic being limited to only 1 per squad...Dr2B Rudd wrote:Once thing that might help limit the dumb medicness that can heal his entire squad despite him being the only survivor is putting a huge reload time on the epipen.

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Tomato-Rifle
- Posts: 2091
- Joined: 2007-12-31 22:24
Re: Remove the Epipen
You can still knife enemy's, and they die. Whenever there is an opportunity to knife an enemy i do it, because they cannot be revived

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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Remove the Epipen
badmojo420 wrote:Link? I searched quiet extensively and checked the *** list.
Apparently not well enoughDefibrillators Unrealistic/Medic/Remove
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Axel
- Posts: 264
- Joined: 2007-07-25 07:54
Re: Remove the Epipen
sentinel wrote:But if you would do that IRL and you would be a member in a conventional army, your squadleader would put some zipties on your wrist and hand you over to the military police.. Human rights violation = Court Marshal, jail time... (or what ever you call it)
I know, I know, it's a game... blaa blaa.. I am just trying to knock some sense into you. Same **** with civies, kill kill kill.. Over and over. ok i am done.
I strongly secound this.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Remove the Epipen
To be honest all I wanna see is the return of instadead headshots, I really can't see why they were removed still, it was a gameplay thing yes, but they might as well have got rid of it for pretty much every form of death at least for knife kills anyway.
I think knifing the dead body could be seen as restraining the guy you just took down, I don't know anything about proper military proceedings (assuming they're followed) when it comes to this kinda thing, but I imagine if you saw a wounded enemy you wouldn't leave them to sod of back to their division.sentinel wrote:But if you would do that IRL and you would be a member in a conventional army, your squadleader would put some zipties on your wrist and hand you over to the military police.. Human rights violation = Court Marshal, jail time... (or what ever you call it)
I know, I know, it's a game... blaa blaa.. I am just trying to knock some sense into you. Same **** with civies, kill kill kill.. Over and over. ok i am done.
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Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
Re: Remove the Epipen
Guys, after some thinking I thought ; Hey how does he revive his whole squad and sometimes other squads too? He's got so many of em he can revive his whole squad at least twice!
He's got a lot of epipen charges. IMHO he should only be able to revive 4 or 5 guys and only once.... How about reducing the number of epipen charges the medic carries? That would force him to rely on supply lines, and it would also make the ammo bag more useful. Thus making it harder, yet still simple to help your squad as a medic.
He's got a lot of epipen charges. IMHO he should only be able to revive 4 or 5 guys and only once.... How about reducing the number of epipen charges the medic carries? That would force him to rely on supply lines, and it would also make the ammo bag more useful. Thus making it harder, yet still simple to help your squad as a medic.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
- [R-DEV]Masaq
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: Remove the Epipen
True, that.
How are medics' reviving abilities realistic at all? When you're critically wounded, all the magic adrenaline boosters and magic medical bags in the world will not have you fighting like normal again in 45 seconds.
In my opinion, there should be no revival. Soldiers who are critically wounded are stabilized and evacuated from the battlefield, not just patched up and sent back into the fight to die another minute.
How are medics' reviving abilities realistic at all? When you're critically wounded, all the magic adrenaline boosters and magic medical bags in the world will not have you fighting like normal again in 45 seconds.
In my opinion, there should be no revival. Soldiers who are critically wounded are stabilized and evacuated from the battlefield, not just patched up and sent back into the fight to die another minute.
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Hresvelgr
- Posts: 248
- Joined: 2008-04-30 15:16
Re: Remove the Epipen
As stated previously, removal of epipen will kill gameplay. Hell, I wouldn't play knowing if even somebody else on my team made a slight mistake that ended up in me dying somehow that I had no chance but to walk across a huge map again to rejoin the squad and possibly die and wait again. I'm sure most would leave. Snipers would return again in huge numbers, too. You want even more sniper noobs again? Also, how would you hardcore realists play when the few servers with people are sparsely populated?
It's a game, nobody plays to get frustrated, they play to have fun. If they can't play because it takes too long to get to the action each time they are critically wounded then this mod wouldn't be nearly as popular as it is now.
It's a game, nobody plays to get frustrated, they play to have fun. If they can't play because it takes too long to get to the action each time they are critically wounded then this mod wouldn't be nearly as popular as it is now.
"I'm not crazy, I'm the only one who's not crazy!"
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: Remove the Epipen
Tirak, thanks for pointing out it was a resuggestion, but next time could you at least mention that the quote you are posting is from the *** list? I had no clue what you were quoting, and only found that line in the *** list from an older thread about this.Tirak wrote:Apparently not well enough![]()
Perhaps the *** list should be changed to reflect the change from defibrillators to epipens. I wasn't looking for the word defibrillator, as i've never played a version that used them.
If a MOD wants to lock this thread as a resuggestion, go ahead. But after reading the other threads about this, they do not really give a solution to the reviving, they just ask for it to be removed completely. While i propose the people who would be down waiting to be revived, to be alive but impaired.(visually and physically) Even if you keep the epipen and use it to get them to the full functional state, then apply the medic bag. Basically i just want to get rid of the state where people are invulnerable while waiting to be revived.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Remove the Epipen
Do you mean the AAS? not the *** list

"apcs, like dogs can't look up" - Dr2B Rudd
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: Remove the Epipen
That is my point exactly, the revive system is by no means realisitc, but it makes this game a helluva lot more fun and playable. Accidental team killing would pretty much be a kickable offence, it just makes everything so pointless IMO. I feel they have the balance just right at the moment, bring back headshots, and maybe a lot of the problems people are seeing won't happen.Hresvelgr wrote:As stated previously, removal of epipen will kill gameplay. Hell, I wouldn't play knowing if even somebody else on my team made a slight mistake that ended up in me dying somehow that I had no chance but to walk across a huge map again to rejoin the squad and possibly die and wait again. I'm sure most would leave. Snipers would return again in huge numbers, too. You want even more sniper noobs again? Also, how would you hardcore realists play when the few servers with people are sparsely populated?
It's a game, nobody plays to get frustrated, they play to have fun. If they can't play because it takes too long to get to the action each time they are critically wounded then this mod wouldn't be nearly as popular as it is now.

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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14




