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Re: Insurgent health management

Posted: 2009-03-23 23:48
by JuniperM40
Suggestion then is: Allow Health from Caches (much like BluFor gets from crates)?

- JM40.

Re: Insurgent health management

Posted: 2009-03-23 23:51
by nick20404
I never understood why you guys gave the Al qeada faction health for all classes but not iraqi insurgents. Surely there is more doctors and health supplys in huge city's and giant open maps in the middle of no where....

Re: Insurgent health management

Posted: 2009-03-23 23:51
by JuniperM40
Currently BluFor just needs to stand next to their crate, and it'll heal them (albeit slowly, it does work)

- JM40.

Re: Insurgent health management

Posted: 2009-03-23 23:55
by nick20404
I think he is talking about the main base boxes aka the repair/kit station, I never noticed that the small crates dropped out of choppers or trucks healed you.

Re: Insurgent health management

Posted: 2009-03-23 23:55
by R.J.Travis
I don't like this idea at all INS need to use Civi to heal people.

Re: Insurgent health management

Posted: 2009-03-24 00:05
by bloodthirsty_viking
but noone plays civi and if you do, by the time a civi get to you either the civi gets killed or you die b4 help arrives

Re: Insurgent health management

Posted: 2009-03-24 00:07
by R.J.Travis
bloodthirsty_viking wrote:but noone plays civi and if you do, by the time a civi get to you either the civi gets killed or you die b4 help arrives
That's not my problem now is it?

People don't play civi because they get shot then cry about it.

WELL civi how about you don't go with in 45m of a cache or 15m of a ins and heal people in safe spots.

Civi works great but people are hardcoded.

Re: Insurgent health management

Posted: 2009-03-24 00:24
by DankE_SPB
[R-CON]JuniperM40 wrote:Currently BluFor just needs to stand next to their crate, and it'll heal them (albeit slowly, it does work)

- JM40.
noticed it only at repair station at main base, usual crates(from trucks and helis) iirc have no such effect

Re: Insurgent health management

Posted: 2009-03-24 00:37
by R.J.Travis
Jonny wrote:It is if you are on the insurgent team, which is half of every server running an insurgency map. Go argue with those 800+ people while your hiding behind your scoped rifle.

People dont play civvy because its a joke. 120 sec spawn time for anything you do, nothing to stop the brits killing you, no way to defend yourself if the rest of your squad is killed. Its absolutely pointless to keep it in its current state. If anything you should have a SHORTER spawn time for going civvy, as a reward for helping the team, not the situation where you go civvy to help the team and then get PUNISHED for it!

Now, with this the INS could use a civvy to set up an ambush for the squads tracking injured INS. Hows that for interesting gameplay?
I don't use a scope95% of the time I like my AR

2nd if you play a civi right you will never die thos 800 people your talking about spawn civi and say right by the ins with in 15-30m and walk out getting shot If they where hiding and away from the action they be alive but they WANT TO BE Shot there just mad that when they get shot they get the spawn timer too stop trying to get shot.

Re: Insurgent health management

Posted: 2009-03-24 00:51
by R.J.Travis
Colonelcool125 wrote:This is so wrong I don't believe it.

People don't play civi because the BluFor shoot them no matter what (usually). If you hide away from the action you're not doing what you should be, which is helping teammates. But if you come within range of teammates, you get shot by the BluFor with reckless abandon because they just don't care. Civi doesn't work and probably never will.
I Agree civi most likely will never work as intended but if your on a roof away from the action with your binoculars out you can be the spotter/medic your made to be.

Re: Insurgent health management

Posted: 2009-03-24 13:47
by Threedroogs
collaborator does this. using a collaborator is essential. i have been playing a collaborator when not leading squads the last month and it makes a huge difference. HUGE! i will never lead another insurgent squad without one.

<edit> collaborators are not easy to play, by the way. not easy at all.

Re: Insurgent health management

Posted: 2009-03-24 13:58
by R.J.Travis
Colonelcool125 wrote:Spotter, yes. Medic, no. How can you be a medic if you're away from the action(an by extension, your teammates)? You can't. But if you get close to your teammates, you get shot in the face and you have to wait upwards of two minutes to spawn, while the BluFor go on happily shooting your team and letting them bleed to death.
Like I said before you can heal people away from the combat in a safe spot you can't just site and cry for a medic in till you bleed out start going to him in his safe spot if you bleed out before you get there then you where not bleeding for long.

remember Civi are sop post to be able to help the bluefour so they renamed them collaborators gave them a way to kill bluefour in one stick of a his epic magic pin or revive INS there not made to revive INS that are under fire there made to come in after the INS push the bluefour out then revive as Meany as you can before they re-attack.

Now remember I support giving all INS kit a field pack and removing there Molov cocktail.

Re: Insurgent health management

Posted: 2009-03-24 14:29
by Aliblista
This isnt a bad idea actually, right now when playin insurgency if u get shot/take a slight fall etc etc your pretty much destined to bleed out (there are never any civis around) and most just kamikazi it to take out a blufor in the hopes of finding a field dressing/medic kit

The op's solution works quite well as you'd have to be right near your cache to heal (which you wont be most of the time, hence civis still have purpose) solving those getting shot accidentally by allies secs after you spawn and bleeding out moments as well as something to aim for if your injured creating a more realistic insurgent 'fall back' scenario as opposed to just kamikazing at blufor troops. At the same time, it also should help aimless blufor find caches by following injured ins, as well as allowing for double bluff follow the 'pretend injured ins into an ambush' tactics

perhaps instead of a request kit, the cache could just heal nearby ins slowly, or maybe have field dressings spawn around the cache like kits do?

Re: Insurgent health management

Posted: 2009-03-24 15:33
by Rudd
I ABOSLUTELY love the suggestion (though it is actually a resuggestion ,but its never had its own thread I think)

Would work 100%

But keep the civi as well, that way you have a TACTICAL CHOICE! :D (i.e. win)

Do you return to the cache and possibly lead the enemy to it? Or is there a civi nearby?

(Though...to help the ins a little...it would be nice if there was a pickup kit at the cache with ammo, so caches aren't 'so' easily found)
Civi works great but people are hardcoded.
no it doesn't since blufor have no real reason to stop killing civis, yes yes spawntime gets huge etc. but chances are they can get revived or they will just alt tab and wat pron for a few mins.


But in any case +100% to the OPs suggestion, more tactics, more gameplay!