Posted: 2006-01-11 00:14
IRT Artnez.com: This is no attack at you, just my take on your post.
Flashback:
Written by NikovK:
"Medic:
Remove dropped medic packs. This forces a medic to hold the healing pack close to wounded troops instead of running up and down a defensive position, dumping aid packs into foxholes. Healing will now be a slow process, and self-healing far less useful.
Replace Hand Grenades with Smoke Grenades. This drastically reduces the medic's combat potential, particularly in close quarters.
DEFIB/REZ CHANGES:
1. Defibulator charges and batteries. The solution lies in limited rez attempts. A defibulator battery will operate like an ordinary magazine, each battery being good for a small number charges and thus revive ATTEMPTS. At between four to eight zaps per battery and only two batteries on a medic, the medic has to reload his defibulator for five to ten seconds, creating a serious pause in spam-rezzing and creating a dependancy on the ammunition resupply class. A medic can no longer zap, zap, zap entire squads back from the dead over and over. He must now practice triage; reviving his squad leader and ammo bearers first, reloading, and then attempting to heal the rest of a downed squad. Squad mates who do not respond to the first or second zap, or who cannot be easily reached, may well be passed over. A real level of skill in reviving in the best order will make good medics stand out from the crowd.
2. Rez Effects. When you get zapped by a defibulator, you do not pop up and start seeing straight, much less moving and shooting at full health. Rezzing should restore the player to life at the very limit of "bleed" health (above or below, depending on play testing. I'd start at "below"). This forces the player to cover, since only one bullet could kill him. But jumping up and running away will be difficult for a recently zapped man. The "Shellshock" effect should be applied at the highest possible setting, causing the recently rezzed to be at a serious disadvantage if he attempts to fight or run. A good low crawl back to cover should be the only action a shell-shocked, still-bleeding soldier would consider, and exactly what the Project Peality mod should strive for.
3. After rezzing, the squad will not be truely combat effective until the medic breaks out the pack and starts wrapping people up to non-bleeding health at least ("Stabilizing" right after a rez would only take a half second to put the player back above bleed level but longer if the medic left for more rezzes). This increases the down-time of a critically wounded soldier."
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How is a squad full of these guys going to be combat effective. They have no frags. They have no LMGs. They have no M203s. They have no LAWs or AT4s. They have no way to resupply Defib batteries or M16 ammo.(which is the only weapon they really have.) 1 frag could take out half your squad and when the other half comes to revive them, they would get smoked by the second frag. A bunch of armorless guys with M16s is not a combat effective unit. They would get smoked. Especially if once they are revived they only have little health to start with. While all this reviving is going on, my squad is moving up to your "shellshocked", half dead squad, while being supported by covering fire from my LMGs and frags, to finish you off.
One of two things would happen to a squad like this: They would run out of M16 ammo and die. Or they would run out of Defribs batteries and die. They need support from outside classes to be effective. Actually they need to support other classes for their squad to be effective. The medic is a support role, not an assaulting role. The M16 is just So they don't go to combat with their D**K in their hand. (Side note: Our Corpmen carried M16s or pistols. It was their choice, at the company level.)
On the medic note, I think that they should have to use their madic bag like the engineers wrench. Instead of the "healing radius" that the madic has with his bag, he should have to "wrench" on his patient.(point at him and click mouse button) Like hes actually working on patching him up instead of just standing there with a medicine bag while his team mates behind him are somehow being magically healed.
Flashback:
Written by NikovK:
"Medic:
Remove dropped medic packs. This forces a medic to hold the healing pack close to wounded troops instead of running up and down a defensive position, dumping aid packs into foxholes. Healing will now be a slow process, and self-healing far less useful.
Replace Hand Grenades with Smoke Grenades. This drastically reduces the medic's combat potential, particularly in close quarters.
DEFIB/REZ CHANGES:
1. Defibulator charges and batteries. The solution lies in limited rez attempts. A defibulator battery will operate like an ordinary magazine, each battery being good for a small number charges and thus revive ATTEMPTS. At between four to eight zaps per battery and only two batteries on a medic, the medic has to reload his defibulator for five to ten seconds, creating a serious pause in spam-rezzing and creating a dependancy on the ammunition resupply class. A medic can no longer zap, zap, zap entire squads back from the dead over and over. He must now practice triage; reviving his squad leader and ammo bearers first, reloading, and then attempting to heal the rest of a downed squad. Squad mates who do not respond to the first or second zap, or who cannot be easily reached, may well be passed over. A real level of skill in reviving in the best order will make good medics stand out from the crowd.
2. Rez Effects. When you get zapped by a defibulator, you do not pop up and start seeing straight, much less moving and shooting at full health. Rezzing should restore the player to life at the very limit of "bleed" health (above or below, depending on play testing. I'd start at "below"). This forces the player to cover, since only one bullet could kill him. But jumping up and running away will be difficult for a recently zapped man. The "Shellshock" effect should be applied at the highest possible setting, causing the recently rezzed to be at a serious disadvantage if he attempts to fight or run. A good low crawl back to cover should be the only action a shell-shocked, still-bleeding soldier would consider, and exactly what the Project Peality mod should strive for.
3. After rezzing, the squad will not be truely combat effective until the medic breaks out the pack and starts wrapping people up to non-bleeding health at least ("Stabilizing" right after a rez would only take a half second to put the player back above bleed level but longer if the medic left for more rezzes). This increases the down-time of a critically wounded soldier."
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How is a squad full of these guys going to be combat effective. They have no frags. They have no LMGs. They have no M203s. They have no LAWs or AT4s. They have no way to resupply Defib batteries or M16 ammo.(which is the only weapon they really have.) 1 frag could take out half your squad and when the other half comes to revive them, they would get smoked by the second frag. A bunch of armorless guys with M16s is not a combat effective unit. They would get smoked. Especially if once they are revived they only have little health to start with. While all this reviving is going on, my squad is moving up to your "shellshocked", half dead squad, while being supported by covering fire from my LMGs and frags, to finish you off.
One of two things would happen to a squad like this: They would run out of M16 ammo and die. Or they would run out of Defribs batteries and die. They need support from outside classes to be effective. Actually they need to support other classes for their squad to be effective. The medic is a support role, not an assaulting role. The M16 is just So they don't go to combat with their D**K in their hand. (Side note: Our Corpmen carried M16s or pistols. It was their choice, at the company level.)
On the medic note, I think that they should have to use their madic bag like the engineers wrench. Instead of the "healing radius" that the madic has with his bag, he should have to "wrench" on his patient.(point at him and click mouse button) Like hes actually working on patching him up instead of just standing there with a medicine bag while his team mates behind him are somehow being magically healed.