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Bandages can't fully heal you- only 60-70%

Posted: 2007-08-23 16:38
by VipersGhost
I'd like it if the bandages could only bring your health back to approx 60%. It's totally unrealistic to have quake med packs that insta-heal\slowheal soldiers, thus leading to some gamey tactics because being shot and not dying doesn't have many repucussions....basically we help the rambo's out a bit here.

If I put a shot on a guy, I want to know that, that at least counted for something instead of....oh he just healed for 5 seconds and now is: back in FULL combat action able to take three 5.56rnd to the chest AND knows my position possibly. That doesn't sound realistic to me and actually punishes me for shooting at the center mass in a 1 vs 1 combat...not good, where IRL I'd probably be praised. I know parts of the game are there because its a game but the risk-reward function needs to consistently reward the right player for doing the realistic\right thing. If I see a guy popout and shoot him...I should be rewarded by "hurting him" and risk giving up my position. Basically anything that makes us respect "being shot" more is greately favorable in my book. As it is now, lots of people jump into CQB running...this is because they are confident that they can kill most people and still survive with no permanent penalty as long as they can be revived/healed. IRL people don't do this b/c they know that being shot has permanent consqeunces even though they may get some kills.

As releases have gone by, the more we have limited the rambos...the better the core gameplay has tighten up: More teamplay/teamwork, less run-n-gun, happier community, bigger steps away from Vanilla. I would like people to be afraid of being generally shot.

Its great we can stop the bleeding, but if being shot could limit you from having full health again, then people would stop popping up and side straffing with scope out to find the sniper....they would stop popping up trying for headshots even though a SAW is laying down on them....they would stop running into the middle of the fray because while it will help out...it'll still have some RL consequences.

Sure not everyone will stop...but at least we will reward the players who are playing the game conservatively with teamwork/realism and slightly punish the rambos. I think it'd also slightly improve the tension on CQB too...especially if a "hit effect" ever gets into play, man would that be fun. I'm sure this isn't the perfect idea but mearly a brainstorm. btw I think this would also make the medic more valuable in a realistic way.

Posted: 2007-08-23 16:41
by gazzthompson
id like to see it so they ONLY stop bleeding but don't increase health , thou dout its possible

Posted: 2007-08-23 16:52
by VipersGhost
gazzthompson wrote:id like to see it so they ONLY stop bleeding but don't increase health , thou dout its possible
Myself included....I was trying to compromise for more general support :) .

Yeah, bandages only stopping the bleeding would indeed be realistic and fun IMO. I really dislike the idea that I can pop a bad guy 3 times...he'll drop behind the rock he was standing. Then his medic will revive/heal and say "Ok pop up and find that guy shooting at us again...side strafe with that scope/binocs so you don't get headshoted though. I'll keep reviving." ....and now he can take 3 MORE SHOTS in the chest. Sure we get lots of headshots b/c the guns are ridiculously accurate but eventually that will change. To me changing this would be a big step away from Vanilla and a big step towards realism.

This is one of the most demanding/difficult/fun games out there, I love this fact and want as little "game" in it as possible...especially for the small arms fighting. The more deadly and realistic...the better. It only goes to reward those players who play the game realistically (conservative and with teamwork).

Look at how many people yammered on about how slowing down the running speed would suck because "super strafing is like peeking"!? Yet it was the biggest improvements to the gameplay I've seen..and this is IMO is another one of those big changes; along with "hit-effect, stop-proning, no insta-aim, weapon MOA".

This is basically a suppression effect as well. Fewer people will be poking their heads out if they think there are permanent consequences (until you respawn).

Posted: 2007-08-23 17:40
by OG_slinger
No offense, but if you haven't moved in the 30 to 45 seconds its going to take me to get to my falllen comrade, zap him, and heal him up then you kinda deserve to get popped.

All it takes is for you to toss a grenade or flank around and my patient and I are dead meat. After all, he'll be staring at me healing him instead of watching for an attack.

I like what the Devs have done with the medic kit. They're a tremendous asset to a squad, but they're vulnerable as all get out when they're rezzing/healing.

Posted: 2007-08-23 17:52
by VipersGhost
OG_slinger wrote:No offense, but if you haven't moved in the 30 to 45 seconds its going to take me to get to my falllen comrade, zap him, and heal him up then you kinda deserve to get popped.

All it takes is for you to toss a grenade or flank around and my patient and I are dead meat. After all, he'll be staring at me healing him instead of watching for an attack.

I like what the Devs have done with the medic kit. They're a tremendous asset to a squad, but they're vulnerable as all get out when they're rezzing/healing.
At 200-300 yds I can't just run over there across the desert and pop a nade in your face while the rest of the guys are shooting; or while your defending a fort/temple I can't just grapple hook out in the open and get're done. Also your stating that after shooting one guy I should of course rush them to finish them off...thats not exactly the most sound military tactic and in most causes its exactly what I'd like to see stop from happening, as it's rare IRL. Sure suppress and flank...great...but that takes more than the 15-20 seconds(good medic) it takes for you to completely heal the fallen soldier...plus you are assuming there are no other squadmates of yours supporting you and shooting at me?? Most decent people have more than just a medic and soldier together. Eitherway, saying "Well you could do "this" to counter a gamey aspect of the game" is a poor excuse.

Maybe the medic bag can still heal(I like this as it encourages medics) but bandages shouldn't give you health and only stop the bleeding. As of now, the bandage is just a Unreal Tourney health vial....though I think the PR health Vial gives you more health than the quake one (10 hp).

Posted: 2007-08-23 18:03
by fuzzhead
not possible using the current way the field dressing works, but yea id like to see the same, except field dressing just stops the bleeding.

Posted: 2007-08-23 21:52
by OG_slinger
VipersGhost wrote:At 200-300 yds I can't just run over there across the desert and pop a nade in your face while the rest of the guys shooting, or while your defending a fort/temple I can't just grapple hook out in the open and get're done. Also your stating that after shooting one guy I should of course rush them to finish them off...thats not exactly the most sound military tactic and in most causes its exactly what I'd like to see stop from happening as it's rare IRL. Sure suppress and flank...great...but that takes more than the 15-20 seconds(good medic) it takes for you to completely heal soldier...plus you are assuming there are no other squadmates of yours supporting you and shooting at me?? Most decent people have more than just a medic and soldier together. Eitherway, saying "Well you could do "this" to counter a gamey aspect of the game" is a poor excuse.

Maybe the medic bag can still heal(I like this as it encourages medics) but bandages shouldn't give you health. As of now, the bandage is just a Unreal Tourney health vial....though I think the PR health Vial gives you more health than the quake one (10 hp).
I said throw a nade (if you're close enough) or flank (as in move until you can get a shot behind the rock). How you mushed that into me saying you should rush in I don't know.

You're absolutely right that there'll be other squadmates around supporting me--just like you should have your squadmates around supporting you. It also means that the guy that shot you "five seconds later" is probably not the guy you originally capped. He's another squadmate of mine who got your position from a sighting or VOIP (which is probably what happened in your original post).

Personally, I find the magic, life-giving defibs far more gamey than bandages that heal you by X points.

Posted: 2007-08-23 22:15
by Celestial1
OG_slinger wrote:I said throw a nade (if you're close enough) or flank (as in move until you can get a shot behind the rock). How you mushed that into me saying you should rush in I don't know.

Personally, I find the magic, life-giving defibs far more gamey than bandages that heal you by X points.
Not always a viable option to nade or flank a position, especially on a non-urban/jungle map. For instance, on Kashan, you may be attacking a small bunker, using the small rocks and trees for cover-not much, but something. A flank may take you much longer and be a very dangerous situation (especially if you happen to have enemies in the surrounding area).

The magic defibbys that can fix up bullet wounds may be unrealistic, but if we don't take a step towards trying something new and more real, we might not take a step towards, maybe, lowering the health of a freshly 'revived' troop and changing defibby models. Make it more urgent to heal him and a bit longer to do so, perhaps.

It would be great if there was a way to "trigger" bleeding when shot (even by just one bullet, perhaps) and untrigger it when a field dressing is applied but not give any health (or maybe just a little bit to help out a really badly injured guy who's about to die so he can go run to the medi).

Posted: 2007-08-23 23:38
by VipersGhost
The defibs are fine IMO...they don't magically revive you as you technically aren't dead yet. They are mearly a metaphor, as the devs put it, for dragging your buddy out of the fray and then healing him up.

I was mearly pointing out the fact that you can't always move on a secured enemy position, especially with current maps. I wasn't talking about an actual situation in my OP per the "IF I shot a guy...." so posting the most obvious tactic ever as a solution is simply forum drivel. I'm interested in fixing the game and moving it forward, not just sidestepping the issue.

Hell you could give that sort of answer for lots of GREAT suggestions.

Example.
Q -"I got killed by a lame proner...we should fix that because it gives them an unrealistic advantage"

A -"Well if they are proning and killed you...you deserved to die because you should have been using cover and flanked his position thus nullifying his proning manuever's temporary advantage".

Anyways as the dev pointed out...sounds like a good idea if possible. Any tactical suggestions should be left in the tactics forum. Done.

Posted: 2007-08-23 23:47
by AnRK
Good analogy Viper. I'd like to see this added though if possible. Then you could viably give medics more field dressings.

Posted: 2007-08-24 00:31
by <1sk>Headshot
It would be good if they could make the bandages only stop the bleeding and give no health a little like AA.

Also I agree completely with Viper, nice suggestion :]

Posted: 2007-08-24 11:14
by Aljen
I fully support this idea (although it is not a new one).

Allowing full healing using only bandages is not right I think. You have infinite supply of bandages from vehicles and even from ammo bags of enemy soldiers so it is usually easy to heal to max even when alone in hostile territory.

Medics would be much more important and people would be more cautions in combat.

I hope Devs will find a way how to script this feature

Posted: 2007-08-24 11:30
by opterios
I also find this a great idea!! :smile: