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Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 20:20
by CryOfTheWulfen
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

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 20:29
by Vlade.the_medic
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.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 21:40
by PlaynCool
If i decide to give up will i lose points for suicide?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 21:49
by dbzao
PlaynCool wrote:If i decide to give up will i lose points for suicide?
No... that's why we changed the button to GIVE UP instead of SUICIDE.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 22:37
by WeeGeez
[R-DEV]dbzao wrote:No... that's why we changed the button to GIVE UP instead of SUICIDE.
lol, pwned.

Was wondering, maybe put an icon on the map, to indicate a downed soldier along with additional shouting... or is that too unrealistic?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 22:47
by dbzao
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.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-09 22:55
by WeeGeez
[R-DEV]dbzao wrote:you just need to open the map to see it. Not the ideal solution, but it's there.
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. :roll:

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 00:39
by Charlie!
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 8-)

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 00:47
by Charlie!
And both teams may have it but in different forms so it is balanced

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 03:29
by Sabre_tooth_tigger
[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.



:mrgreen:

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 11:48
by Deadfast
A little request: Since the downtime is getting increased, what about increasing the number of "Medic!" shouts as well?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 11:58
by General Dragosh
Deadfast wrote:A little request: Since the downtime is getting increased, what about increasing the number of "Medic!" shouts as well?
U yess please..... taht be nice to scream more than twice :D

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 18:43
by dbzao
That's hardcoded from what I know, but we may have a few options...

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 19:06
by Deadfast
[R-DEV]dbzao wrote:That's hardcoded from what I know, but we may have a few options...
Ah, I was afraid of that. I wish you good luck with bypassing ;)

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 19:18
by SleepyHe4d
[R-DEV]dbzao wrote:That's hardcoded from what I know, but we may have a few options...
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. :lol:

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 21:20
by Charlie!
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. :-D

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-10 23:35
by billdan
option for longer critically wounded time vs "give up" reminds me of LOTR online revive system

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-17 12:05
by moj
PlaynCool wrote:Am i the only one who thinks reviving is not that realistic at all?
No I agree, and sadly keeping reviving is just a win for the ritalin kiddies :( I'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? Then there's also the issue, that medics are never assigned at squad level (except maybe under special circumstances) and usually at 1 per platoon.

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.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-17 15:23
by Smegburt_funkledink
moj wrote:No I agree, and sadly keeping reviving is just a win for the ritalin kiddies :( I'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?
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. :wink:
moj wrote: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.

[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...

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-17 15:37
by PlaynCool
Doc_Markus wrote: I'd rather like to see an headshotted guy being revivable too.
And now please don't argue about realism...
it is realistic if you are 50 cent
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...
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.

btw i was pwned because someone replied to my comment? :-?
__
sory for my english