Insurgent health management

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General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: Insurgent health management

Post by General_J0k3r »

the civi is broken atm. the spawntime is ok i think but then there should be a ticket penalty for blufor if a civi is shot. now it's just plain stupid...

solution: find enemy medic kit :D
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bad_nade
Support Technician
Posts: 1499
Joined: 2008-04-06 18:26
Location: Finland

Re: Insurgent health management

Post by bad_nade »

Spawn times are absolutely ridiculous. As I'm writing this I'm suffering from the five (5!) minute spawn penalty just because I was a civi trying to help my team :( I got momentarily out of fighting area and couldn't get back in time, so I died and got this happy surprise.
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

Re: Insurgent health management

Post by Killer2354 »

how about making a spawnable kit where it only has a couple of field dressings and nothing else? that will make it so u have to take the kit, wait for u to prepare the dressings, and then get your kit back and having to wait to ready THAT.

oh and btw, i was leading a collab. squad with a friend defending a cache. 3 people were hurt, i roped down behind the building, rushed to the guy closest on the ground (under fire, too) healed him, and got the other two on the rooftop next to the building i was on. i also helped one rpg and another guy onto my roof and we killed a Humvee, got my friend to join commander at 53 mins left, called mortars on the US trying to make a base, and got 12 kills. we won shortly with only 3 caches lost so please keep civis
Alan
Posts: 54
Joined: 2008-01-01 22:18

Re: Insurgent health management

Post by Alan »

^No-one is suggesting we remove civs (although the spawn time is just torture, I agree)

Like this suggestion, means we can heal ourselves without having to beg someone to spawn as a civi and then have them explode when they see their spawn time...

But perhaps it should be caches rather than hideouts that have a small healing radius? Makes hideouts a bit more strategic and people think about where they place them (rather than ontop of a building where they get a TOW to the face)
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Insurgent health management

Post by Dev1200 »

@ Alan

"But perhaps it should be caches rather than hideouts that have a small healing radius"

Don't you mean, it should be hideouts rather than caches that have a small healing radius?

Maybe both.. since supply crates slowly heal coalition forces =P
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Insurgent health management

Post by R.J.Travis »

Dev1200 wrote:@ Alan

"But perhaps it should be caches rather than hideouts that have a small healing radius"

Don't you mean, it should be hideouts rather than caches that have a small healing radius?

Maybe both.. since supply crates slowly heal coalition forces =P
only the crates at the main base heal coalition forces not the ones out in the field/battle.

JUST give all INS a field Pack and remove there exploited Molotov cocktail.

you people also need to stop acting like your SL cant supply you field packs off caches.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgent health management

Post by Rudd »

you people also need to stop acting like your SL cant supply you field packs off caches.
he only has enough for 1 very wounded person, or 2 not so bad wounded people. Yes he has enough for the whole squad if the only injury is a broken nail :P
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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Insurgent health management

Post by R.J.Travis »

Dr2B Rudd wrote:he only has enough for 1 very wounded person, or 2 not so bad wounded people. Yes he has enough for the whole squad if the only injury is a broken nail :P
you know i mean he can stand at a cache and supply unlimited field packs :p
Twisted Helix: Yep you were the one tester that was of ultimate value.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgent health management

Post by Rudd »

Hehe :D

that does work tbh, but its really hard to direct your squad and be the squad medic at the same time :(
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PR.IT Stek_WAR
Posts: 61
Joined: 2008-10-15 23:47

Re: Insurgent health management

Post by PR.IT Stek_WAR »

i like it :wink:
My grandfather used to say: you were born in Italy and you will die in Italy :(
Edmister
Posts: 12
Joined: 2009-03-22 21:05

Re: Insurgent health management

Post by Edmister »

Why not reduce the civilian respawn times after being SHOT so more people will want to play as civi?
Civis should only wait 2 minutes to respawn after being arrested, not murdured.
>para<
Posts: 765
Joined: 2008-07-04 18:15

Re: Insurgent health management

Post by >para< »

insurgents are not only former military guys and young fanatised pll and kill for 35 american bugs . insurgents Kidnaped doctors and stuffs from hospitals ,yes i know in game its not posible to see doctor in action.we need a guy who can represent in battlefield Insurgent medical facility found next to torture complex - CNN.com Insurgent doctor killed dozens of wounded soldiers - Middle East, World - The Independent
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Insurgent health management

Post by R.J.Travis »

Edmister wrote:Why not reduce the civilian respawn times after being SHOT so more people will want to play as civi?
Civis should only wait 2 minutes to respawn after being arrested, not murdured.
This would only bring back human shields and they have said many times wont happen.
Last edited by R.J.Travis on 2009-03-30 22:36, edited 1 time in total.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Insurgent health management

Post by Human_001 »

I have Idea.

How about put several healing stations around map for Insurgent? Like Inside of enterable building?

We also really need to get back Insurgent Command post for fixing Insurgent vehicle and for rearming weapons.
vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: Insurgent health management

Post by vilhelm123 »

I reckon a quick fix for this would be to give one of the rifleman classes (I forget the name of them sorry) a field dressing like the war veterans of old. Means there are dressings about but in very short supply thus allowing people to recover from minor injuries of keep themselves going on the way to a civi or a SL. Or indeed give another player a helping hand.
Jonny wrote: @ coders:
Max number spawned at any time should be per cache, not per player.

If you have a certain amount of patches per cache won't that lead to people hogging all the dressings?
Last edited by vilhelm123 on 2009-03-30 18:57, edited 2 times in total.
Lots of love
Vilhelm xx
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Insurgent health management

Post by R.J.Travis »

Jonny wrote:How? You cant move them anywhere, as soon as you use one to heal yourself then someone else can get one, you cant stop people using them automatically as they walk past them, you can request as many as possible at one cache and have no effect on the other caches.
If they allow you to spawn packs out of caches they should go away in 30 secs or there will 30 packs on the ground go you walk in the room and boom full hp.
Twisted Helix: Yep you were the one tester that was of ultimate value.
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