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Re: Medic kit rework
Posted: 2013-08-16 19:19
by Careless
I was thinking about the medic bag having "ammo"..
Has this already been suggested?
Medics don't have an infinite amount of band-aid..
Re: Medic kit rework
Posted: 2013-08-16 23:26
by nAyo
- The medic won't get overwhelmed by a dozen bodies (screaming for a medic...) anymore (..or much less). Usually, members of other squads yell at you (and ask you to get them up), and now the possibility is higher that their squadmates get their buddies up - you don't get cluttered by revive-requests.
You don't get "OVERWHELMED" as a medic, and it's his job to do that. Give a radio to all kits as well, so the squadleader doesn't get overwhelmed either? That argument is not relevant.
Re: Medic kit rework
Posted: 2013-08-17 00:20
by Archosaurus
The medic's workload is fine, you guys need to learn to work under mild stress.
The medic's capabilities of getting a whole squad up in a minute or so is problematic.
Re: Medic kit rework
Posted: 2013-08-17 05:33
by Nybble
Suggestion sounds solid.
The current medic system is far too 'gamey', with the general revive / heal turnover be far too high.
Firefights felt much more realistic and lethal in previous versions of PR with the single medic, having two is just silly.
Re: Medic kit rework
Posted: 2013-08-17 07:38
by MADsqirrel
nAyo wrote:Removing all the fun from the medic kit is pure non-sense. According to what you say, we might as well give a LAT to all kits because everyone is in theory able to fire it, or a pistol because everyone is in theory able to fire one, or bla bla bla bla
You are not removing the fun, you just make it possible for everyone to get people up again.
And Everyone having a morphin or whaterver is also realistic.
Here in AFG every single soldier has morphin, bandages and stuff (BTW everyone has a pistol here too)
ATM the only change in this suggestion is that every soldier is having morphin, but that alone isnt helping much without a medic nearby.
The standart procedure if someone gets shot IRL, is someone gets to the wounded, while the others cover, he drags the wounded in the closest cover, does first aid with field dressings, morphine and so on, he waits for the medic and stays with the wounded.
Of course after the medic showed up he would only stabilize the victim and then request medevac but thats too much for a game.
Re: Medic kit rework
Posted: 2013-08-17 09:15
by LuckyOne
Would it be somehow possible to give revived people unarmed/pistol only kits, to simulate lessened combat effectiveness (or have them auto drop their kits on revive?). And then make it so they can only request their kits back at a friendly rally/crate/fob when fully healed, that way a squad that has taken casualties getting revived by a medic would need to fall back and rearm instead of stab the people that just dealt with them in the back.
Would probably be very hard to code though.
Re: Medic kit rework
Posted: 2013-08-17 14:18
by nAyo
The only thing it will do, is make people revive everyone without paying attention if there is a medic nearby actually able to heal them.
I don't want to be revived by some random noob who just wants more points, and then bleed to death and be dead-dead because I can't find a medic around. I can't even understand that that many people are in favor of it.
Re: Medic kit rework
Posted: 2013-08-17 14:28
by Lugi
nAyo wrote:I don't want to be revived by some random noob who just wants more points, and then bleed to death and be dead-dead because I can't find a medic around. I can't even understand that that many people are in favor of it.
I didn't actually state that in first post (gonna edit it right now), but I think that wounded state timer should be tweaked as well, from 5 minutes, like it is now, to 2-3 mins. And the values of hp after "revive" and usage of personal bandage should give the player you about 5 minutes to get medical attention, before bleeding out.
Re: Medic kit rework
Posted: 2013-08-17 16:19
by carmikaze
nAyo wrote:You don't get "OVERWHELMED" as a medic
Yes you do.
nAyo wrote:
Give a radio to all kits as well, so the squadleader doesn't get overwhelmed either? That argument is not relevant.
Indeed your argument isn't relevant. You can't compare the workload of a squadleader with that of a medic.
Re: Medic kit rework
Posted: 2013-08-17 16:32
by Lugi
LuckyOne wrote:Would it be somehow possible to give revived people unarmed/pistol only kits, to simulate lessened combat effectiveness (or have them auto drop their kits on revive?). And then make it so they can only request their kits back at a friendly rally/crate/fob when fully healed, that way a squad that has taken casualties getting revived by a medic would need to fall back and rearm instead of stab the people that just dealt with them in the back.
At first, I wanted to include something like this in the suggestion, but as for now, I think suppresion-like screen would be limiting your ability to fight pretty good.
Re: Medic kit rework
Posted: 2013-08-17 17:17
by nAyo
Yes you do.
It's his job to be always busy healing and reviving people, if you consider this overwhelming you should probably practice
Re: Medic kit rework
Posted: 2013-08-17 22:41
by 007.SirBond
This idea actually sounds pretty good, I think being shot once should feel more damaging, the current critical state should occur more often, such as when being shot in the chest.
The only variable that is really important is player movement speed when wounded. The one factor in PR I find un-immersive is players move at the same speed even after just being hit by a round.
I encourage the devs and beta test team to try this out before they make this change public-ally.
Re: Medic kit rework
Posted: 2013-08-17 23:00
by Mats391
007.SirBond wrote:I think being shot once should feel more damaging, the current critical state should occur more often, such as when being shot in the chest.
this + shorter wounded time would be enough.
Increase in weapon damage as suggested in OP would be frustrating with bf2 hit detection and unrealistic when considering body armor.
Re: Medic kit rework
Posted: 2013-08-18 01:41
by Archosaurus
Am I honestly one of the "few people" who have no stress when SLing or medic?
I have more stress as MG or AR.
Re: Medic kit rework
Posted: 2013-08-18 01:52
by qubolo
PFunk wrote:I like this idea, because the typical PR mentality of a firefight is that you can wipe out all but one guy and then you have to babysit the corpses to ensure somebody doesn't get the medic kit who's been hiding in the bushes, that or just waste all your grenades. This also negates a lot of the benefits of winning a firefight. You lose your momentum and initiative by having to stay behind rather than move up swiftly through this gap that exists in the line for only as long as those wound timers prevent giving up.
This, ladies and gentleman, this is the name of the game for contemporary PR.
I have seen that babysitting countless times, i have been doing it myself all the time and it is the most immersion breaking aspect and the best action inhibitor during the attacks.
I am totally for this medic change.
Medic system needs a major rework.
Re: Medic kit rework
Posted: 2013-08-18 03:14
by waldov
qubolo wrote:This, ladies and gentleman, this is the name of the game for contemporary PR.
I have seen that babysitting countless times, i have been doing it myself all the time and it is the most immersion breaking aspect and the best action inhibitor during the attacks.
I am totally for this medic change.
Medic system needs a major rework.
Agreed. PR is like awesome, realistic, immersive then all of a sudden its like wait did that whole squad I spent an excruciating 10 minutes sniping just all get healed back by 1 guy!?
Re: Medic kit rework
Posted: 2013-08-18 03:38
by Bluedrake42
Okay at first I thought this was dumb, but reading through he actually has some good points. I like the idea of having soldiers "helping up" downed players, tbh thats way more realistic when you think about it.
Also is the killing of downed players hardcoded? I thought you could only kill them with area effect weapons such as explosives and incendiary, could you make it work with knifes and guns too?
Re: Medic kit rework
Posted: 2013-08-18 03:43
by Bluedrake42
Also I'd like to point out that the soldiers are wearing heavy body armor, so taking a shot to the chest shouldn't necessarily wound you. Obviously we've all seen the video of the soldier in Iraq (or wherever) getting shot in the chest with a dragonov, and getting up like nothing ever happened.
Re: Medic kit rework
Posted: 2013-08-18 06:47
by RexehAgentrds
There should be a thing where you drag people you revived for number 1.
Re: Medic kit rework
Posted: 2013-08-18 08:06
by 007.SirBond
Bluedrake42 wrote:Also I'd like to point out that the soldiers are wearing heavy body armor, so taking a shot to the chest shouldn't necessarily wound you. Obviously we've all seen the video of the soldier in Iraq (or wherever) getting shot in the chest with a dragonov, and getting up like nothing ever happened.
It really depends on the type of round and body armor being in use. In the video you are talking about, insurgents do not have access to special rounds conventional military would use. Russians and US soldiers fighting each other would play much different and in my opinion, both sides would suffer substantial damage from the special ammunition, I believe it is easier to create deadly rounds than body armor, but I am not a weapons engineer.