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#21 |
![]() Join Date: Aug 2009
Location: Ohio
Posts: 181
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I'm just saying not every soldier is going to know how to do adv medical procedures. That's why we have a medic, not everyone has the ability to do cpr and treat a bad wound that could lead to death if not patched up right away. Yeah ull be able to figure out how to use weapons you may not familiar with but ur not going to pick up a medic bag and insatntly be able to do all the stuff a trained medic would be able to do. I'm sticking to my suggestion with the medic but other kits can stay on the ground for five mins along with the rest of the unlimited kits
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#22 |
![]() Join Date: Mar 2007
Posts: 584
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Do you guys really want to destroy the last link that saves the squad cohesion in sake of pseudo realism? One random bullet or accident and your squad is divided for the next 15 minutes or completely breaks apart?
Not even the best medic on earth could bring you back to a fighting condition. So, why shouldn't everyone be able to provide first aid? Medics don't have super powers. It's just a gameplay decision. |
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#23 | |
![]() Join Date: Aug 2009
Location: Ohio
Posts: 181
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#24 | |
![]() Join Date: Aug 2009
Location: Ohio
Posts: 181
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#25 | |
![]() Join Date: Dec 2009
Location: Istanbul
Posts: 532
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#26 |
![]() Join Date: Jan 2010
Location: Lugansk
Posts: 112
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The presence of the medic kit in the game really simulates the arrival at the scene of fighting the enemy reinforcements. No need to propose the destruction of this perfect tested in many versions of the mode system. Who wants realism in the work of medics in the game may go play in ArmA2 ACE2!
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#27 |
![]() Join Date: Feb 2009
Posts: 3,559
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If we changed the medic kit to disappear as soon as it hits the ground, the medic if revived by a second medic from a different squad would still keep his kit.
Because the medic kit is on the spawn menu he would be revived with it, just like an AR gunner is always revived with his AR kit, and a squad leader is always revived with his squad leader kit. What it would change is to force the medic to hold back, not charge into combat and make sure you can't have a scenario where you kill an entire squad and the last guy left gets them all back up. If the medic and some guys go down, then the rest of the team will have to hang back and rally up with them at a different location, if the SL is left he can pop a rally, or they can chose to move on and hope for the best. This change would finally make the sniper a valuable asset, as taking out the medic and the squad leader would now result in a significant time sink for the enemy team. It does sound like a very good gameplay change, I think it warrants AT LEAST being tested in beta before the next release. |
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Last edited by Qaiex; 03-09-2010 at 11:48 AM..
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#28 |
![]() Join Date: Jan 2010
Location: Lugansk
Posts: 112
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In the 0.9 version the team play on the servers, and so is going through hard times. The desire to play with the new RP-FOB systems become smaller. Additional complexity and realism added in excess.
And what about this: I think this was just always a positive feature of PR. The possibility of such scenarios makes the players to be more attentive during the attack and defense and to choose the tactical decision not to leave the opponent chances to gain a foothold or to retreat and hide. |
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#29 |
![]() Join Date: May 2008
Location: On the Web
Posts: 213
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The medic shouldn't be holding back, the medic should be fighting with his squad, not cowering in a hole while everyone dies. What you are doing, by forcing the medic to hide is ensuring the scenario that one guy is left alive to recover the whole squad!! And the first squad leader that tells me to hold back because I have the medic kit is going to be looking for a new squad member.
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#30 |
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how about letting limited kits disappear 30s after the player gave up? or sumthing..
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. morituri te salutant |
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