waldov wrote:Also as mentioned by someone else this could make the medic kit quite useless so maybe there needs to be an inclination to be medic still.
You're not getting revived with 100% hp, and you won't be after this change. You will still need somebody to patch you up afterwards. So medic will still be useful.
O_turista_portugues wrote:Don't Agree, I as a squad Leader want my soldiers to fight and only 1-2 guys reviving people. This would make people stop firing just to revive the guy on their right.
Even in the most intense firefight a player can spare 2 seconds to help a downed guy on his right.
O_turista_portugues wrote:Medics should be the only ones to have the magic pen.
I didn't say this "revive" has to be done using magicpen, just give every soldier a slot similar to medic's CPR that allows to pick up a wounded soldier.
O_turista_portugues wrote:Proper damage would be nice but BF2 engine can't handle and pushing the damage can be against game play.
For instance IRL or MilSims you can lean or shoot without aiming to supress, but in PR you can't, the only way to do it is stand up/crouch and try and suppress while a 2nd guy gets an aim shot. While doing this is imperative that the damage allows some hits before going lethal.
It already does allow some hits, as bf2 hit detection sucks. It's pretty common that you see bullets hitting, but nothing happens to the would-be victim.
O_turista_portugues wrote:YES please YES, but I would say to knifes only to simulate the area under control. If we get a distant kill, the wounded man should be reviveble no matter the amount of bullets put on his "corpse".
With these changes a distant kill victim would still be revivable, as this system encourages wounding soldier, not killing him straight away (just like IRL).
Lugi wrote:(...) It is because the wounding a soldier, instead of killing him takes away from fighting not only that individual, but also a couple of others who have to help him, while a dead grunt is the only impairment to his forces. That's why I suggested this fighting incapability for a few minutes after a revive. I wanted people to have the incentive to wound the enemy soldier, and not to pop him as soon as possible.
It is actually better (from the killer's perspective) to wound an enemy, and then try to get the one that came to help as well, instead of wasting only the first guy.
ghostfool84 wrote:Why should everyone be able to revive? Its the special ability of the medic,
Medic already has plenty of special abilities. He has 6 dressings, medibag, magicpen, and also the ability to unstuck a wounded guy. I'd say it's more than enough.
ghostfool84 wrote:(..) and when you are going down you want to be revived by a medic who knows his job and not by everyone whos passing your position if its not save.
Take a look at at paragraph number 3. With that proposed change you'll no longer be perfectly safe when wounded, so there will be no thing as a "bad" revive.
ghostfool84 wrote:its like if there would be a shovel kit.
Yes, right now it's exactly like if there was a shovel kit that was the only one able to build something. But building is a very common task, so one guy would not be able to handle all the construction by himself. So the logical solution to such issue would be to give every grunt the ability to build.
Same thing goes to reviving. Just replace the word "build" in the previous paragraph with "revive", and you will hopefully get the idea of what I would like to achieve with these changes.