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 happeningSpaz 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.
[Gameplay] Medics and healing dynamics
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Chanvlan
- Posts: 262
- Joined: 2008-02-02 03:36
Re: [Gameplay] Medics and healing dynamics
Mod DB's Modcast: Guy: So what new things will be in Future PR releases.
Katarn: Fastropes, yeh fast ropes, and you can shoot while your on the ropes.
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Scandicci
- Posts: 297
- Joined: 2008-04-18 13:39
Re: [Gameplay] Medics and healing dynamics
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.
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M.Warren
- Posts: 633
- Joined: 2007-12-24 13:37
Re: [Gameplay] Medics and healing dynamics
[quote=""'[R-DEV"]dbzao;696981']That's hardcoded from what I know, but we may have a few options...[/quote]Deadfast wrote:A little request: Since the downtime is getting increased, what about increasing the number of "Medic!" shouts as well?
[quote="Deadfast""]Ah, I was afraid of that. I wish you good luck with bypassing
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.
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
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
- WeeGeez
- Posts: 842
- Joined: 2007-10-08 21:30
Re: [Gameplay] Medics and healing dynamics
Iv'e read through every page in this topic to see if anyone had asked the same questions as me, which someone did...
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?
...Although, he/she never got an answer yet.Charity Case wrote:How will the respawn change effect kit reallocation? Will your kit remain on the battlefield until you "give up"?
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
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
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
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Colt556
- Posts: 352
- Joined: 2008-06-06 11:42
Re: [Gameplay] Medics and healing dynamics
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.

