Modify spawn times

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Volmarias
Posts: 2
Joined: 2006-02-15 02:39

Modify spawn times

Post by Volmarias »

Let me relate an experience I had on GloryHoundz minutes ago, among many like it.

I was playing MEC. The entire USMC team was medic. It was 5v5 at the time. I'm playing as gunner. It's karkand. The USMC team is about to capture the first spawn point (hotel, I think). They're all on the building next to hotel with the ladder, I'm on the balcony. I see the first guy, shoot him. I see the second guy, shoot him. Go around the side, see the third guy in the alley, shoot him. Climb the ladder, see the 4th guy respawn the first. Kill the 4th guy. The 1st guy respawns the 2nd guy. I kill the 1st. guy. Run out of ammo, be forced to reload. Get killed by 2nd guy as I'm about to finish reloading. The next 8 seconds involved hearing "Ok, you'll live!" and "You're good to go!" four times, as they all spawned each other and captured hotel.

Obviously, something's got to give. It's really obnoxious when you manage to get the entire team save for 1 guy, and they all get revived and COMPLETELY negate all the headway you made.

Can I suggest lower "critically wounded" times, say 15-20 seconds, and a 10-15 second "you are dead" intermission? I understand that the 30 second "critically wounded" and 5 second "you are dead" times right now are to prevent people from respawning at bases they just died defending and prevent captures, but this is being blown away by the fact that you can literally revive your team, multiple times, and advance.

Now, I've never been on a battlefield, but I get the feeling that this kind of thing doesn't happen in real life. Could you consider (if possible) making a maximum number of "lives" per spawn? This way, you can only be revived X times before you MUST start again.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Woah, I was there!

Too many medics, yes!
"Practice proves more than theory, in any case."

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DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

they are working on making a limit on classes
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

Vol: I agree, the medics are not balanced, the defibulators are far from what they should be.

However, I disagree about the spawn times. I think they should stick with 30-40 seconds to revive a fallen team member. It hard enough to get to fallen team members as it is.

What I think would work better, limiting classes, having medic defibulator a limited battery, etc.
Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

A limit is the way to go. I like how AA is set up in this regard. It's frustrating some times but it is effective. Just make it so that you can have up to 2 of each class in a squad and force all players to join/create a squad.
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Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

To many medics! THATS ALL A HAVE TO SAY, make a limit plz devs :P
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

replace de fib with CPR that would be more realistic.
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Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

Hitperson wrote:replace de fib with CPR that would be more realistic.
Do you mean have like a 5 second delay before they jump up and kill the apposing forces, lol? But realy, like have them go through the motions for 5 seconds before they revive?
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SiN|ScarFace
Posts: 5818
Joined: 2005-09-08 19:59

Post by SiN|ScarFace »

It should just take longer to revive people so you cant zap them and run away.

It should be like a reload when you zap them a bar should show up and when it fills up then the zap will happen, then they get revived. So the medic should have to wait 5 seconds of holding the paddles on the player before it zaps.

You could make it charge only when you are trying to use it, so you would hear it power up AFTER you click. Like click and hold to charge and unclick to zap.
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DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

all great ideas guys but then noone would be a medic. Some times it takes five charges to revive someone. Because you miss once your waiting again for the thing to recharge.

It would be a working idea if the paddles worked at 100% but they dont.
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drygar
Posts: 203
Joined: 2005-07-17 10:01

Post by drygar »

^Camper^DK wrote:To many medics! THATS ALL A HAVE TO SAY, make a limit plz devs :P
0:sec mandown and the PADS are worthless .... just do it .... 8) Only teamworks matters. Your best friend is medicpack 8)

That is our setting at http://www.fpsfocus.com
SiN|ScarFace
Posts: 5818
Joined: 2005-09-08 19:59

Post by SiN|ScarFace »

The point is it needs to be harder to revive a fallen mate. I play medic only because you can heal yourself and 2nd to revive others. WHich is bullshit but its the truth.

Too much is currently focused ingame wise on the medics. Its a stupid crutch that players and squads depend on and it is exploited to the max.

From what ive heard its a ***** to make class limits, so Im just trying to give other options on how to discourage people from playing medic.

Im good at taking what can be done and suggesting something to make it better without reinventing the wheel, which many people seem to be determined to do.
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