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#81 | ||
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Deputy Lead Tester (EU)
![]() Join Date: Nov 2007
Location: Quang Tri Province
Posts: 5,661
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Quote:
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I'd rather have all the enemy on the ground screaming for a medic than finish them off but the option would be sweet for some extreme situations, maybe. | ||
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!" |
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#82 | |
![]() Join Date: Aug 2007
Posts: 313
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#83 |
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Forum Moderator
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Is it possible to let a rifleman kit appear instead of the medic kit when a medic dies?
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#84 |
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Forum Moderator
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(Cant edit, sorry for doublepost)
With rifleman kit i dont mean the one with ammo bag and grenades, just a kit with not more than a rifle, knife, binocs, field dressing and maybe somke grenades. |
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#85 |
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Deputy Lead Tester (EU)
![]() Join Date: Nov 2007
Location: Quang Tri Province
Posts: 5,661
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I had an idea a while ago to prevent people from picking up medic kits who don't have the 'training' because as we know, the defibs represent the ability to revive atm.
Stock Kits: http://www.realitymod.com/forum/f18-...tock-kits.html What if that worked? |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!" |
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#86 |
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Forum Moderator
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Though then the medic kit should be requestable at rally points so the medic player can get his kit back.
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#87 |
![]() Join Date: Apr 2007
Location: Germany
Posts: 33
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As I often play medic, I really like this.
Although I hope that I will not see an increase in headshots. I feel that too many players go for headshots (b/c they are 'leet') even now, and if this will be a way to circumvent the longer downtime, maybe the inclination will be even bigger. I'd rather like to see an headhotted guy being revivable too. And now please don't argue about realism... On another note I'd really hate to see people shooting downed players to prevent them being revived. This would really promote a style of playing and a kind of players I don't like. If you want to prevent the downed soldier to be revived, go to his place, *clear and secure the area* and check his condition. Maybe you could implement arresting downed players (like a civvie)? I'd like to see that, although I dont like the knifing aspect... |
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#88 |
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Retired PR Developer
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#89 | |
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German Forces Mod Leader
![]() Join Date: Mar 2007
Location: Munich,Bavaria
Posts: 1,654
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#90 |
![]() Join Date: Apr 2007
Location: Germany
Posts: 33
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I'd like to add: Please make sure that punishments (like after a teamkill, killing a civvie,...) dont prolong your downtime. Or rather such actions lead to a complete loss of downtime.
And if you really want to add the ability to shoot an downed player (in extreme situations, like Smeg wrote), give them a warning and severe punishment like a teamkill or even worse, not simply a deduction of points (who cares about them anyways?). |
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| Tags |
| dynamics, gameplay, healing, medics |
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