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Old 06-03-2008, 11:34 AM   #41
PlaynCool

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Default Re: [Gameplay] Medics and healing dynamics

Am i the only one who thinks reviving is not that realistic at all?
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Old 06-03-2008, 11:46 AM   #42
Sabre_tooth_tigger

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Default Re: [Gameplay] Medics and healing dynamics

Its not but the tactic of falling back to regroup is


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Old 06-03-2008, 12:16 PM   #43
Surround

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Default Re: [Gameplay] Medics and healing dynamics

Sounds like great addition. But I think people will learn the "give up" in few weeks. Espeacially if this new addon is showed in the loading page when joining server.


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Old 06-03-2008, 12:35 PM   #44
=WFL= Sgt Bilko
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Default Re: [Gameplay] Medics and healing dynamics

DLol ... I kind of like it as it is now. It fosters the squad to cover their medic. Suppressive fire and smoke should be something your squadmates lay out to help the medic.

But the changes might make more people interested at playing support roles like medic.

If I could have a wish it would be for faster deployment of smoke, as it is now it's really not realistic.


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Old 06-03-2008, 01:21 PM   #45
[R-DEV]fuzzhead
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Does this mean, that you can wait 29 sec in "rivive-state", press "give up" then, watit a second an respawn in main or rally?
Yes thats right.

Quote:
But with the lower health state after rezzing, will throwing a dressing down B4 reviving be considered an exploit?
Nope. The reason for giving medics alot of field dressings is to help with the vanilla bug of bodies getting stuck in the terrain and causing problems to revive. Even if you throw field dressing(s) on the body and then revive, they will STILL be revived in dark vision, it will start fading as soon as you get up (takes about 8 seconds).

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Any chance you could change the "critically wounded" message above the timer to inculde mention of the 'give up' ability so as to limit confusion?
Yeap its been changed.
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Old 06-03-2008, 01:24 PM   #46
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Default Re: [Gameplay] Medics and healing dynamics

Don't you guys just simply love the DEVs?


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Old 06-03-2008, 01:32 PM   #47
[R-DEV]Outlawz7
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Default Re: [Gameplay] Medics and healing dynamics

IMO a 5 minute spawn time, although not a reality atm, contradicts the fact that in PR you need a long time to get to a fight and you can't spawn off every other hole like you could in 0.6 and before.

30 seconds is nothing compared to several minutes to get back into fight.
I also fear the fact, that spawn camping could become popular - why knife the RP when you can stay a bit and kill an entire squad and make 'em respawn for another 5 minutes. Doesn't hurt to think like a smacktard every once in a while.

/offtopic


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Old 06-03-2008, 02:07 PM   #48
M.Warren

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Exclamation Re: [Gameplay] Medics and healing dynamics

Please Read: Possible "Revive Indicator" issues may occur.

Thank you [R-DEV]dbzao for working on the Medic class. You have my appreciation for improving this vital infantry kit along with the support of many other people of the Project Reality community. Well done sir.

However, please allow me a moment of your time to offer some insight to bring a possible forthcoming issue up to the light. And so, it proceeds as the following...

Please remember that even though a player can be able to be revived in roughly 60 seconds, they can only call out to a Medic up to 3 times as per the current Battlefield 2 methods. This is because most Battlefield 2 rounds only allow players up to 30 seconds to be revived anyways.

These 3 chances occur when the player is critically wounded and calls out "Medic!" automatically for 1 time, leaving 2 more calls for a Medic at the players own discretion. This also results in the risk of the players discharging all thier chances to call for a medic as most people naturally click the mouse rapidly out of frustration or in a frantic attempt to get the Medic's attention... Then again, most Medics don't pay attention to the map as much as they should to be aware of these occurances.

Also, as an additional tidbit of information to the best of my knowledge it appears that the duration in which the "Revive Indicator" upon a player being critically wounded only lasts up to roughly 5 seconds after it has been called out by the player. So please keep in mind that although a player may be revived, anything after the first 30 seconds that a player is down it'll start becoming an easter egg hunt for Medics trying to find the incapacitated player.

Clearly adjustments will have to be made in order to confront this potential upcoming issue with the Medic class. But with the current changes being of a rather positive nature for the Medic kit, I'm sure that these circumstances will be addressed properly. Thank you again for putting your time and effort into improving yet another aspect of Project Reality, take care gentlemen.
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Old 06-03-2008, 03:18 PM   #49
Sabre_tooth_tigger

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Default Re: [Gameplay] Medics and healing dynamics

Quote:
If I could have a wish it would be for faster deployment of smoke, as it is now it's really not realistic.
Thats what M203 is for, instant smoke, its a great tool undervalued & rarely used


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Old 06-03-2008, 03:31 PM   #50
eggman
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Default Re: [Gameplay] Medics and healing dynamics

@ MWarren: Those issues exist today. Some may be modifiable, some maybe not. But I don't see this change making those things any worse... it improves the medic class substantially. Not disagreeing with your post, but it's not as big a deal as the linguistics in your last paragraph imply.

egg

Cheers!
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