Page 1 of 2

Epipen, base revive health

Posted: 2011-08-10 20:33
by PoisonBill
What do you guys think about the base health you get when you are revived? I believe that it is too low, and accidentally walking into barbed wire which makes you die isn't really fair. Now that a medic has to heal himself, with his own patches, you cant spend as many on soldiers to heal them so they can run after being revived.

Visibility could be dimmed a while to balance it..? :-\

Re: Epipen, base revive health

Posted: 2011-08-10 20:42
by Triggerfinger
First drop a bandage, then revive with an epipen.
This way the sight will not be blurry and the person have 20% health.
This should be common knowledge amongst people, or atleast medics.

Re: Epipen, base revive health

Posted: 2011-08-10 20:44
by Silly_Savage
Is this a suggestion?

I say keep it the way it is. Besides, if it was changed, situations like this wouldn't happen, and that would just be a damn shame.

Re: Epipen, base revive health

Posted: 2011-08-10 21:36
by Spec
Keep it. Please keep it the way it is. Makes medics a bit more careful and revives mid-combat a generally bad idea, as it should be.

Re: Epipen, base revive health

Posted: 2011-08-10 21:39
by saXoni
Triggerfinger wrote:First drop a bandage, then revive with an epipen.
This way the sight will not be blurry and the person have 20% health.
This should be common knowledge amongst people, or atleast medics.
^^^
This!

Re: Epipen, base revive health

Posted: 2011-08-10 22:21
by goguapsy
Triggerfinger wrote:First drop a bandage, then revive with an epipen.
This way the sight will not be blurry and the person have 20% health.
This should be common knowledge amongst people, or atleast medics.
Oh no! This all over again!

MY opinion: to revive someone, you must whether take a great risk or clear the area/conceal the wounded, not make a ninja run, drop patch, run, epipen, and then you both can run around.

Re: Epipen, base revive health

Posted: 2011-08-10 22:45
by Lugi
goguapsy wrote:to revive someone, you must whether take a great risk or clear the area/conceal the wounded, not make a ninja run, drop patch, run, epipen, and then you both can run around.
Ninja run is better option and will always be, as revived guys are additional support, while in real life they are nothing more than a drawback for the rest of soldiers. That's on of the consequences of too many arcadish things left in pr.

Re: Epipen, base revive health

Posted: 2011-08-10 23:08
by Mouthpiece
Let's wait for feedback/suggestions to be re-opened. My guess is that there will be lots of people asking (Including me) for medics field dressing number to be increased so we can continue reviving people by first using the field dressing and than reviving (as said, it's much safer).

Re: Epipen, base revive health

Posted: 2011-08-10 23:18
by Zoddom
Mouthpiece wrote:Let's wait for feedback/suggestions to be re-opened. My guess is that there will be lots of people asking (Including me) for medics field dressing number to be increased so we can continue reviving people by first using the field dressing and than reviving (as said, it's much safer).
THIS is simply not true.

The medic has enough field dressings. BECAUSE they are meant to heal himself, not dropping (wasting) them into bodies which he will heal with his medikit ANYWAYS.
dropping a field dressing into a corps is simply the biggest waste ever. when there are enemies around, then just DONT revive and stop hoping that the revived guy could save you both while youre healing, thats BS. and BTW the time it takes to take out and drop a field dressing and then switch back to the epipen is certainly at least as slow/fast as if you wouldnt drop it.

keep it as it is.

Re: Epipen, base revive health

Posted: 2011-08-10 23:46
by Mouthpiece
Zoddom wrote:THIS is simply not true.

The medic has enough field dressings. BECAUSE they are meant to heal himself, not dropping (wasting) them into bodies which he will heal with his medikit ANYWAYS.
dropping a field dressing into a corps is simply the biggest waste ever. when there are enemies around, then just DONT revive and stop hoping that the revived guy could save you both while youre healing, thats BS. and BTW the time it takes to take out and drop a field dressing and then switch back to the epipen is certainly at least as slow/fast as if you wouldnt drop it.

keep it as it is.
Me, I think that people are entitled to their own truths, views and options. But seeing that you clearly don't understand a small, but sometimes vital part of this game, I'm gonna try and explain this to you.

First, I still don't believe that you don't know of this method. While running/walking to the guy you're about to revive, equip your field dressing (so you're not wasting any time). When you reach him, drop it on his body. When he gets stabbed with the epipen it will give him a nice health boost (and a small possibility to survive some damage) and also it will make his body unstuck, if it's stuck that is (so no need to waste time and resuscitate after wasting an epipen).

Yes, from 0.96 the field dressings role has shifted towards self heal, but there is still the possibility to quickly switch kits, heal each other and switch back, so if you're into teamwork than you can almost nullify the need to use field dressings as self heal method. But, yeah, there are times when your squad is pinned down or everyone is busy with something, or there's imminent danger - that's when one should be using field dressings.

I know about the part where you don't revive when enemy is looking at the body and waiting for it to be revived. But there are times when he has something more important to deal with, like, for example, part of my squad that have completed their flanking maneuver, so that's when I tend to revive using this method.

Re: Epipen, base revive health

Posted: 2011-08-11 00:10
by Zoddom
i just wanted to say that imo, this method is completely useless. because in situation where you would use this method, its the best to not revive at all untill its clear... and switching kits takes one squad mate out of action, because you cant heal yourself cause you wasted all the field dressings.

Re: Epipen, base revive health

Posted: 2011-08-11 00:13
by Mikemonster
I love the new medic system. it promotes teamwork and gets rid of the ridiculous 'invincible last man in squad' syndrome'.

If you are relying on the medic patches to heal yourself as medic then you should instead focus on swapping kits with another squad member and havign them heal you. Again, teamwork.

Save the patches for the revives, ultra ninja revives are 90% effective if done properly, I swear.

Re: Epipen, base revive health

Posted: 2011-08-11 06:40
by PoisonBill
What I had in mind was taking away the need to use patches before you stab with the epipen, for example:

When stabbed with the epipen, you have 50% health. Steps to not make this a ninja move: The guy can't run away since he has reduced visibility and movement for a certain period. You cannot make him move faster with the patches since the revive sequence has a delay, but he has more health to survive certain incidents.

What I'm trying to say is that revived soldiers should be forced to wait a while, no matter if he gets 5 patches on him or not. This of course is an discussion (even though I the reason of this post was this idea), I kinda made it a suggestion in the OP..... (my bad)
Triggerfinger wrote:First drop a bandage, then revive with an epipen.
This way the sight will not be blurry and the person have 20% health.
This should be common knowledge amongst people, or atleast medics.
"Now that a medic has to heal himself, with his own patches, you cant spend as many on soldiers to heal them so they can run after being revived."

Thank you for your statement, -Read ^

Re: Epipen, base revive health

Posted: 2011-08-11 07:20
by ytman
Lugi wrote:Ninja run is better option and will always be, as revived guys are additional support, while in real life they are nothing more than a drawback for the rest of soldiers. That's on of the consequences of too many arcadish things left in pr.
While it might be arcady that a guy exploded by a grenade/close HEAT shell can be 'healed' the current situation of revives work well in the framework of the BF2 engine and I'd argue are not arcady.

Consider ArmAII Vanilla; a wounded soldier gets a massage in the middle of battle and is, pending on type/severity of wound, back to good. Very similiarly a revived soldier in PR:BF2 gets a stab and is now able to move to a better location slowly. In my mind this very closely simulates him being draged to cover. Then you just massage him and good to go.

Sure its not entirely realistic but I like it compared to the concept of no medics.

The Ninja Stab only works because they people aren't watching him effectively and you can consider him being dragged behind cover and wounds addressed. Thats not arcady thats semi-realistic.

The biggest flaw is the lack of wound differentiation.

Re: Epipen, base revive health

Posted: 2011-08-11 07:54
by Jolly
Just keep it the way it is!

Re: Epipen, base revive health

Posted: 2011-08-11 10:51
by Lugi
ytman wrote:The Ninja Stab only works because they people aren't watching him effectively and you can consider him being dragged behind cover and wounds addressed. Thats not arcady thats semi-realistic..
Aren't watching him effectively? Are you serious? Why would anyone watch a dying soldier?

Re: Epipen, base revive health

Posted: 2011-08-11 10:58
by Gracler
Lugi wrote:Aren't watching him effectively? Are you serious? Why would anyone watch a dying soldier?
A wounded soldier is more valuable to the enemy than a dead one....the wounded soldier will require the squad to take action in order to rescue him and stall there advance.

Then when they come to rescue you kill a few more and eventually the squad is 6 dead people instead of 1 wounded.

Re: Epipen, base revive health

Posted: 2011-08-11 11:17
by PatrickLA_CA
To OP, do you think you can run after you got shot and got incapacitated?

Re: Epipen, base revive health

Posted: 2011-08-11 11:50
by Lugi
Gracler wrote:A wounded soldier is more valuable to the enemy than a dead one....the wounded soldier will require the squad to take action in order to rescue him and stall there advance.
My bad, I dunno why I forget about that, but they definitely will not be watching the downed soldier to prevent him from going back to full health in 2 minutes.
PatrickLA_CA wrote:To OP, do you think you can run after you got shot and got incapacitated?
Do you think you can run within at least a month after you got shot and incapacitated?

Re: Epipen, base revive health

Posted: 2011-08-11 13:59
by mati140
Patching criticaly wounded and then reviving him is actually even more realistic bc IRL you have to stop bleeding first and then start CPR - otherwise victim will bleed to death during resuscitation. What is extremly unrealistic though is that once revived this way victim can instantly shoot and run.

IMO it should be made like this:
- amount of health points unit has at spawn should be doubled
- sprint should be locked already when soldier starts bleeding due to hits - IRL you can't run with gunshot wound - this would force you to hold your position and call for medic
- at about 50-40% health he should get locked at prone position - not sure if it's possible though - maybe by spawning some object on him, so he can't move till he goes prone, and when he goes prone he can't get up?
- when unit goes black and white all movement should be locked - again, not sure if possible; also black and white should start with more HP, so it's impossible to solve it with one dressing when starting from 0
- when HP hits 0 and unit falls unconscious, after few seconds (more then takes for guy's kit to appear though) there should be unarmed kit spawned exactly at his avatar's position - this would give at least a chance of waking up without instant abbility to shoot when revived
- amount of medic's field dressings should equal amount of epipens, field dressing dropping animation should be way longer to simulate bandaging
- when epinefrine is injected revived victim should get only 1% or less HP, basicly it should be amount that will make him die before medic swithes to medic bag but not before he picks up field dressing that lies next to him when he's being revived.

It would require acting like this when reviving:
1. Securing area
2. 'bandaging' wounds
3. CPR & epi
4. healing up with medibag until unit gets able to move and moving into safe position (it simulates dragging victim, what is impossible with Bf2 engine afaik).
5. If it's safe, healing up till HP is 100%

This would quite hardcore and still not as realistic as e.g. ACE 2 wounding system or the one in upcoming PR:ArmA 2, but it would simulate actual combat medic actions more effectively I think, and would eliminate ninja revives and immortal medic, as if medic uses more then 1 field dressing during reviving or uses it to heal himself, he will end up having epipens and not being able to revive anyone.

I know it's not suggestions section but I'm gonna put it there too when it's open. Probably it won't be even looked at, because PR is getting new assets all the time, it's going back into being more arcade (or at least its wound system is), what's manifested by things like removing fatal headshots and making healing faster. However, maybe when PR enters the era of 128 players battle this can be looked at.