@ CAS - Revive discussion (immature comments will be removed)

General discussion of the Project Reality: BF2 modification.
Cpt. Trips
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Cpt. Trips »

Yah, the problem with that kind of reasoning Majorpain is that you can't predict how human players will react to a situation as cleanly as that.

And to quote you on the last part:
Majorpain wrote:You do have to ask yourself which needs more teamwork:

"Oh **** i died, can you revieve me? No? Ill just respawn at RP then"
or
"Make sure you put down fire so they dont put their heads up and kill us"
Definitely the first one. Whilst it doesn't take more than 1 person to decide to spawn at RP, having even the possibility of a medic revive you requires more teamwork than the SL telling you to get down and play Duck Hunt.

Think about it. The medic has to run in, probably popping a smoke if the firefight's still ongoing. They're going to need their squad to provide suppressive fire for them because once the opfor figures out what he's up to that medic will become a high priority target. Then they've gotta get down, stab you with the pen and you and the medic have to dash back to some cover whilst he fixes you up, all whilst the rest of the squad continues to suppress the enemy.

There are obviously improvements to be made to the reviving system but it's my opinion that having one helps keep squads coherent and in turn increases teamwork.
Harrod200
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Harrod200 »

My personal preference;
No RPs
FBs as they are now (maybe a little tougher)
Single revive per life (res once, next death = dead)
Revive takes longer
Headshot = instadead
Medic kit rapidly vanishes

The lack of RPs forces teams to use and hold strategic positions with FBs. It also has the effect of making people value their lives more, since the nearest spawn will likely be a fair jog away, this should also increase the neccecity of transports.

Firebases gain much strategic importance, given that they, along with the main, will be the only spawn points. Taking one out will deal the enemy a great loss.

Now onto the main topic; revives.
With no revives at all, a lucky shot will put you out of commission for good. While this may be the most realistic option (show me a squaddie still in fighting form after taking a round to the torso), it's also rather annoying. Combined with a lack of RPs, it would DEFINITELY make people value their lives more, but would also drive away many players.

I personally would prefer a system allowing a single revive per life, which would simulate being patched up to a fighting level, but a second hit will kill, resulting from excessive damage. As it is now, a revive restores you fully to the peak of health, this system would mean that you can still help defend if you're knocked down, but are severely weakened.

Additionally to the one-revive rule, I have an additional suggestion, making medics much more valuable and also preventing a revived soldier from running around as if they were just deployed; a small but constant bleedout for revived soldiers. Even healed up to full health, you still bleed out at a slow rate, meaning you must stick near to a medic who can keep you alive. Returning to main base, or a buildable field hospital (limited to 1) would thus restore your revive and stop the bleed, simulating more advanced medical assistance and/or a medevac and replacement, without the loss of a ticket. Obviously this should take some time (hanging around the tent/main base for around a minute).

Reviving itself is too fast right now. Diving onto a body, stabbing it then running back to cover is far too gamey. If possible (grenade variable flow hackup?), using the epipen should take a few seconds (5-10) to operate, leaving the medic and wounded soldier both vulnerable to attack.

Right now, the phrase 'someone get my kit and revive me' is uttered far too much from fallen medics. Soldiers are usually trained in many weapons systems, so can faesibly pick up say a LAT/HAT/AA and operate it, but medics require much more training. If possible, the kit should vanish very quickly when dropped (similarly to how the Civilian kit vanishes when it's dropped). I would suggest a maximum time on the ground of 5 seconds, preventing anyone from picking it up after the medic dies, but giving the soldier enough time to pick it up when he requests it.

As I see it, this should have the following results;
-Increased fear of death, since it's a looong walk from an FB
-Increased fear of injury, even if you're revived you're still gonna be at a reduced capacity
-Increased importance of FBs, as the only in-field spawn point
-Increased importance of transport, for shipping troops to the fight and also returning injured squaddies to the field hospital/main base
-More importance given to the defending the medic while he works. Since he's exposed to the enemy for a longer time patching up the soldier, he can't just dive out. With his kit essentially vanishing as soon as it's dropped, this becomes even more essential.

My 2p.
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Cpt. Trips
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Cpt. Trips »

Ack! Now we're bringing RPs into the revive discussion!

I think the issue of player death needs to be treated as one aspect, we're not going to be able to separate the RP and revive debates so easily.

Harrod, i'm liking what I read in that post.
fuzzhead
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by fuzzhead »

why will teamwork disappear if reviving goes? I know I would work in a team if I was´t revivable, as would many others. Would it not actually increase, making medics more important to heal you before you bled out? Making you when you do die need the help of other squads and transport etc to get back to your squad, even perhaps needing them to regroup numbers at the rally?.
Well we wont know what truly would happen unless we try it out, so most of this discussion is just pure speculation. But we can look at other games for an example. ArmA without revives is alot worse off. Left4Dead without revives would be nearly unplayable. Wolfenstein Enemy Territory has a unique revive system that I think works well. These games arent like PR, but they do have a central focus like PR: teamwork. Check out the following games without revive systems: Insurgency, Red Orchestra, Call of Duty 4, Forgotten Hope 2, Resistance & Liberation... all these games without revive, and honestly I think most of them suffer from a clear lack of teamwork. Obviously there is other factors why they arent as great for teamwork, but I think missing that revive system is a key factor.

Saying teamwork will "disappear" I think is being a bit dramatic. Will teamwork and tactics evolve and become more realistic and coordinated, or relapse and turn back to more arcade like behavior?? I think it tactics and teamwork will decrease, heres some reasoning taken from the other thread:

Forcing a player to appear somewhere else immediately upon dying breaks a large part of immersion on the player I think.

Right now, when a player is shot on the ground with his squad, he is in a "bleedout" state and gets to see the last moments of his virtual life waiting out for that revive, he is right there to witness either his squads demise or their success in winning the firefight where he was wounded. If the squad is successful, he usually is revived and brought back to a fighting condition (yes this should last longer than it does now I agree, but cant happen with the way RP and fast spawning currently behave), if they fail then he is regrouping back with the whole squad at a point the SL designates.

- Without a revive, a player spawning back at base / firebase / rp is less likely to regroup with the squad if they are a distance away, and more likely to walk towards whatever is current interest (empty vehicle, some shooting going on, etc). the player will get in the first available vehicle and make his way into the battlefield - like has been said, the player wants to play the damn game, not sit around idle all day at base waiting for the squad to die. if there is no vehicle he will probably start walking.

- having such a brutal combat environment (die with no respawn / lets say no RP) means as a squad leader, you need to have your shit EXTREMELY well together if you intend to run a well disciplined squad that follows orders. If you slip up one second and get someone killed, the guy that got killed is much less likely to follow your orders in the future. There is no saving grace, he got killed and its your fault, and damned if he wants to walk all the way back from base again just to get killed again because you gave him a poor order. With the current revive system, its much easier to gain the trust of your squad. This is very important in a public game as you may not have ever played with the guys in your squad before and getting them to trust your judgment and follow your orders is usually a difficult task already in the current game, but many players are successful at this.

- on a typical server with little organization, you will still see "streaming" players coming one by one from the spawnpoints, because they are not going to wait to regroup and will move out soon after spawning.

- revives I feel are an alternative approach to "spawning" ie: neither reviving or spawning is realistic, but reviving increases the need for teamwork whereas spawning does not involve any teamwork or reliance on squad members, but simply rewards individual choice and a carefree attitude and the team wide situation.

- revives add a very basic approach to the real life time consuming process of treating combat casualties in a warzone. Although its only barely touched upon in PR with the current system, its better than completely abandoning/ignoring the wounded IMO. For example, right now a team that does not abandon their wounded over a team that does abandon their wounded will generally be in better shape ticket wise anyways.

- by removing revive, you would probably see instead of 1 or 2 medics per squad (currently the norm) you would see 1 or 2 medics per team, and they would almost always be using the kit to heal themselves when they get shot rather than helping any teammates. I fear the Medics would simply turn into an assault class cause they can take a few more bullets and keep going (this is a common behavior of medics in other games I have observed).

- no squad revive means there is much less encouragement to move and fight as a squad/unit. For me personally, I know I can fight more effectively as an individual, sneaking and flanking an enemy position, its just easier with 1 guy to be sneaky and come in on the right angle. But what happens when this is the regular behavior of most players on the battlefield? 64 players moving individually, sneaking and flanking on their own accord - no regard for tactics, formations, communication or care for their team mates - the first and last thing on everyones minds is killing the enemy - basically team deathmatch. I feel that attempting to use some kind of real life tactics like suppression, fire and movement, fireteams, will more than likely be disastrous and just plain not effective if revives are out of the equation. Now its debateable whether this is already the norm on most servers (players just running around randomly like team deathmatch), but certainly the current revive system ALLOWS real life tactics and organization to be largely successful if used at the right moments. I feel if the changes above were implemented (no RP, low or no respawn time, no revive) then using real life tactics and organization skills would not be much benefit to just run and gunning, whoever gets the luck shot in first and trying to organise pub players would simply be unfeasible.


CroCop wrote:you can hardly get one medic in a squad (especially now with a whole bunch of newbies who still got the vBF2 mentality of going forward....as explained in previous post, oh and this is the main reason why we got the "forward at all costs" mentality not the revivability). Not even in squad full of good players you wont find more than 1 medic (maybe in some cases you'll see 2 of em)
Agree with you about this... I don't ever see a horde of medics, and actually dont regularly see alot of revives to begin with. If an enemy are reviving and are exposed (have not won the firefight) they are fresh meat and easy kills...

I don't think current medic/revive system is a deciding factor in a battle - nor should it be. I do think that it helps along teamplay especially for new squad leaders and pub players, and causes a players behavior to group together (realistic) and care for wounded (realistic), without revives some of these good player behaviors would not be present.

Keep in mind the new medic changes that Jaymz already posted about (limited 1 medic per squad, can only revive a player once every 60 seconds) I think the medics revive will be sorted out to avoid any "medic spam" that could be happening in game currently (though I rarely see it myself).
Last edited by fuzzhead on 2009-04-15 18:04, edited 2 times in total.
Wilkinson
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Wilkinson »

The Revive is so essential to PR in my opinion. Basically we have long spawn times. That is completely reasonable but taking out the revive makes you automatically wait up to 1 minute to be slaughtered again. And remember those base rape ********. They are going to love the easy pickings. . To take out the Revive in PR could easily create a mass loss in popularity in the community of Battlefield 2 in my opinion.
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MattyAndo09
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by MattyAndo09 »

I think the whole reviving process should just be slowed down a lot and for people who are wounded ( i.e have the chance to give up or wait for medic ) it should be reduced to say 20 seconds before dying, instead of the medic just saying "yeah hold your spawn and wait for me to heal these other people".

Also maybe make some one who has just been revived alot slower ? so instead of getting hit with epipen, jumping up and running to cover they can only do a slow crawl until fully healed ( which should also take longer )

Best of both worlds really, not taking out the revive feature and slowing the game down to a crawl but making it alot less arcadey as the chance of dying is higher and it will take longer for you to get healed up.
fuzzhead
Retired PR Developer
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by fuzzhead »

Combined with a lack of RPs, it would DEFINITELY make people value their lives more, but would also drive away many players.
Yeap and got to be careful what types of players are driven away - teamplayers or lone wolfs. And I dont know too many lone wolf medics ;)
Additionally to the one-revive rule, I have an additional suggestion, making medics much more valuable and also preventing a revived soldier from running around as if they were just deployed; a small but constant bleedout for revived soldiers. Even healed up to full health, you still bleed out at a slow rate, meaning you must stick near to a medic who can keep you alive. Returning to main base, or a buildable field hospital (limited to 1) would thus restore your revive and stop the bleed, simulating more advanced medical assistance and/or a medevac and replacement, without the loss of a ticket. Obviously this should take some time (hanging around the tent/main base for around a minute).
Not only would this be very complicated to code, but also the guy bleeding out as well as the medic is going to be really annoyed. With a change like this, I cant see a medic being worth it, I would predict alot of the more impatient types (the same guys who cant stand to watch 30s of black screen) to be hitting the suicide button so they can get rid of the constant bleeding.
Reviving itself is too fast right now. Diving onto a body, stabbing it then running back to cover is far too gamey. If possible (grenade variable flow hackup?), using the epipen should take a few seconds (5-10) to operate, leaving the medic and wounded soldier both vulnerable to attack.
Agreed but its a semi complex process to get the epipen taking longer to use while keeping it a straight forward easy to use item (not looking really gimpy).
I've mentioned already but we may have a way to simulate dragging bodies, it might be brutal hack but if it actually works would go a long way to seeing improvement in this area.

I just think you need to be careful about medics, already they are a prety rare kit, and they are getting further restrictions on them in the next patch, if all the things you talked about were to be implemented, there would be no way having a medic in your squad would be useful/beneficial I believe.
Also maybe make some one who has just been revived alot slower ? so instead of getting hit with epipen, jumping up and running to cover they can only do a slow crawl until fully healed ( which should also take longer )
If it was possible to force stance we would do this of course, and alot of other cooler things. Sadly it is not :(
Sniperdog
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Sniperdog »

On a side note I think it would be nice if it was coded that the epipen could not be used while prone, making it more difficult to revive in the middle of a firefight.

Another idea would be to limit the time between the creation of rallies to say 10-15 minutes, in an effort to try and make continually moving your rally to very close to a firefight more difficult.

One final idea I had (sorry that its also about rallies) is that to make a new rally the squad would have to go back to their previous rally and "pick up their bags" I always thought the idea of magically being able to transport your bags to another completely different part of the map without picking them up was kind of weird.
Just some ideas...
cyberzomby
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by cyberzomby »

Fuzzhead has a very good point. Just look at those mods there or take Resistance and liberation. Reality based WW2 game with squad-leaders and NCO's and directional VOIP. No revives there and even with the directional voip you can hardly get 4 people to follow you. If you screw up you die. Theres one person on there, speirs, from a realism clan. And he cant lead. He just charges up the same routes, charges people in MG fire and I certainly gave up on him squad-leading me around. I usually follow a few meters behind him to see how hes doing and try to teach him some stuff. Most of the time only his clan-mates follow him and thats because they are much younger than him. Most of the people on there spawn and run off to one of the objectives.

Even when you get some people to work together with, one unlucky salvo from a MG thats only providing some random fire and you lost your squad and your all alone again. Getting back to the spawnpoint usually gets you killed as well and when you get there your previous squad-members ran off.

My point is: When you have just one life you want to get as much fun out of it as you can. It is still a game. Getting killed or raped (by armour for instance) isnt much fun to me. As is keeping my head behind cover so my virtual life will last longer.
Charity Case
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Charity Case »

We basically already have a no-revive/no-medic mode: playing as Iraqi insurgents. And from what I've seen, there's significantly less teamwork and significantly more lone-wolf behavior. The funny thing is, when my squad manages to steal a couple blufor medic kits, we become much more cohesive.

I've had this whole death/revive/teamwork discussion a couple of times before. And, for me, it all comes down to how you want to influence player behavior: with a carrot or with a stick. You can either punish players for not working together, or you can reward them for helping each other.

I like carrots.
Kirra
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Kirra »

[R-DEV]fuzzhead wrote:Well we wont know what truly would happen unless we try it out, so most of this discussion is just pure speculation. But we can look at other games for an example. ArmA without revives is alot worse off. Left4Dead without revives would be nearly unplayable. These games arent like PR, but they do have a central focus like PR: teamwork. Check out the following games without revive systems: Insurgency, Red Orchestra, Call of Duty 4, Forgotten Hope 2, Resistance & Liberation... all these games without revive, and honestly I think most of them suffer from a clear lack of teamwork. Obviously there is other factors why they arent as great for teamwork, but I think missing that revive system is a key factor.
There is reviving in Bf2. There is still 0 teamwork, even with squads and the integral VOIP feature.
cyberzomby
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by cyberzomby »

Thats because all the good players moved on. To me there was at least a lot more teamwork in there than COD for example. When I went back to BF2 after PR I was like: How could I ever have thought that BF2 was about teamwork.

What I mean is: In pr theres a lot more teamwork but BF2 (and BF2142) werent that bad teamwork wise. Especially in BF2142 I was in loads of games where me and a few squad-members advanced together with the SL and revived everyone.

Also a good teamwork example game: Wolfenstein Enemy Territory. Rewards people for working together and it works. Now ofcourse there still isnt that much teamwork in there as with PR but more than in COD.
Cassius
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Cassius »

CAS is fine the way it is I think. If good pilots are around it is effective, the way CAS should be. I have an issue with players complaining that CAS on a map like Barracuda tears up the chinese. If your position is getting hit by CAS leave or find someplace to take cover, but do not stand around in a target zone.

There is too much complaining on the boards in general instead of doing thinking in game. Like Barracuda again had to be dumped down because players rushed for the first flag that is game losing a lot of tickets in an uphill battle.
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Cpt. Trips
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Cpt. Trips »

Read a topic before you post in it, bro. :D
Harrod200
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Harrod200 »

Hehe, that's an amusing post. I love fools who don't bother reading the topic. At all.
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Psyko
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Psyko »

First, i think the current medical system, doesnt provide good gameplay and should be altered and finally put to bed. heres what i think.

First, medics tend to downed field personel in safe situations. and normally in PR the body is getting riddled with bullets. The DEVs should be working on code for stopping legs from going through walls and dragging dead bodies. apparently it is possible but im not going to say who said it. and those two priorities should be addressed before any new fancy vehicles and factions be introduced.

the medics should only be given 2 epipens. and their access to pick up weapon kits, totally taken away. they should not be allowed pick up a friendly's kit off the ground and they should not be allowed request kits from anything.

Secondly, a choise needs to be made...

Either take away the rallys completely
or take away the medics completely

both of them are not needed, and only give the squad leaders false mentalities before battle which gets the squad killed. and if you want to totally rid run'n'gunning from the game, that issue must be investigated. and i say that not only as a tester but as a player and follower too.
Axel
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Axel »

I think soldiers should only take one bullet and then go critically wounded/dead depending on where it hits and, therefore I also think that players should still be revivable. The 60 secound death rule seems fine though to prevent "medic-spam" also 1 medic per squad will make games more interesting.
Atandon
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Atandon »

We need to remember that PR is still a game and teamwork by each and every person cannot/will not be fostered on pub servers (where most players play). Majorpain, your ideas are more suited towards tournament play, where squad cohesion and discipline exists, rather than pub servers where people are just out to have a good time.

IMO, we really need to look at the difference between realistic and potentially game breaking game play...
Alex6714
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Alex6714 »

Well we wont know what truly would happen unless we try it out, so most of this discussion is just pure speculation. But we can look at other games for an example. ArmA without revives is alot worse off. Left4Dead without revives would be nearly unplayable. Wolfenstein Enemy Territory has a unique revive system that I think works well. These games arent like PR, but they do have a central focus like PR: teamwork. Check out the following games without revive systems: Insurgency, Red Orchestra, Call of Duty 4, Forgotten Hope 2, Resistance & Liberation... all these games without revive, and honestly I think most of them suffer from a clear lack of teamwork. Obviously there is other factors why they arent as great for teamwork, but I think missing that revive system is a key factor.
Comparing to other games like that imo isnt great. I have played forgotten hope 2 with people on voip working in a team. Its rarer, but its also the only proper ww2 mod and doesn´t focus on realism as much.

I have even played AIX2 heaven forbid on voip with some random guys working together, and if you have ever tried that it is the god of all spam and such.

Things like cod4 and insurgency also lack key factors. Vehicles, as much as some seem to hate them, more teamwork is there when you have them either on your team to work with or firing at you and you need help to kill them. But thats not this topic.
- Without a revive, a player spawning back at base / firebase / rp is less likely to regroup with the squad if they are a distance away, and more likely to walk towards whatever is current interest (empty vehicle, some shooting going on, etc). the player will get in the first available vehicle and make his way into the battlefield - like has been said, the player wants to play the damn game, not sit around idle all day at base waiting for the squad to die. if there is no vehicle he will probably start walking.
Again, this depends on the player and the admins. If there was enough transport on most maps this wouldn´t be a problem either, imagine jabal or muttrah. There would be very little waiting around due to the dedicated transport squads that would be set up.

There is no need to wait until they die, you can go and regroup at them via heli/truck (bringing back the crewman/officer requirement for trucks).

- on a typical server with little organization, you will still see "streaming" players coming one by one from the spawnpoints, because they are not going to wait to regroup and will move out soon after spawning.
Thats not the mod problem imo, it happens now... Especially since you can just take a truck with any old kit.
- revives I feel are an alternative approach to "spawning" ie: neither reviving or spawning is realistic, but reviving increases the need for teamwork whereas spawning does not involve any teamwork or reliance on squad members, but simply rewards individual choice and a carefree attitude and the team wide situation.
It does require teamwork, am ore team wide teamwork in which you have to interact with transport squads and maybe other squads also going to the front with which you can regroup (good with mumble becomming more popular).
- revives add a very basic approach to the real life time consuming process of treating combat casualties in a warzone. Although its only barely touched upon in PR with the current system, its better than completely abandoning/ignoring the wounded IMO. For example, right now a team that does not abandon their wounded over a team that does abandon their wounded will generally be in better shape ticket wise anyways.
The thing is, it takes no time at all to revive and heal someone, and meanwhile they are almost 100% effective. If it to 1 shot to critically wound someone it might be alright, but since it takes 2 or 3, depending on your rifle there is already a factor in keeping people alive and healing, if only they would keep their damn heads down when shot rather than continue to shoot back, something they dont care about doing because they can be revived anyway.

- by removing revive, you would probably see instead of 1 or 2 medics per squad (currently the norm) you would see 1 or 2 medics per team, and they would almost always be using the kit to heal themselves when they get shot rather than helping any teammates. I fear the Medics would simply turn into an assault class cause they can take a few more bullets and keep going (this is a common behavior of medics in other games I have observed).
Like in vanilla where there are revives?

Edit: Just make it so that medics cannot heal themselves. I bet it can be done somehow.
I feel if the changes above were implemented (no RP, low or no respawn time, no revive) then using real life tactics and organization skills would not be much benefit to just run and gunning, whoever gets the luck shot in first and trying to organise pub players would simply be unfeasible.
Thing is, run and gun wouldn´t really work, because you just die.

Thinking back to 0.6 when it was a bit too much, imagine for a second you have 0.6 deviation coupled with 0.85 suppression. You can´t turn and shoot accurately, if you get shot at your only choice is to gtfo or die, cos you know that person will hit you easily.

In contrast to 0.8, where in general no one really cared because chances are they would get the lucky shot in the 3 mags or so that each person needed to fire at range.


In the end this is basically what it comes down to imo.
Kirra wrote:There is reviving in Bf2. There is still 0 teamwork, even with squads and the integral VOIP feature.
cyberzomby wrote:Thats because all the good players moved on.
Yup, good players, revive, no revive, god revive, everyone medics etc in the end it comes down to the players.
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Psyko
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Re: @ CAS - Revive discussion (immature comments will be removed)

Post by Psyko »

another option is to have spawns "available" and "unavailable" in a repeatable pattern so people spawn in groups and then require using transport in bulk to get back to their squads, simulating "reinfocements".
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