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#171 |
![]() Join Date: May 2009
Posts: 42
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#172 |
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PR:BF2 Developer
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meh, its easier to completely remove medic than do such changes and result will be same
and guys, irl you do not respawn, so lets remove respawn until end of round, it will be so realistic |
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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-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
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#173 | |
![]() Join Date: Mar 2008
Posts: 83
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Quote:
I'm so sorry if medics in real life can't treat 7.62mm headshots or soldiers that had been shot 15 times and if that in game would prejudice your gameplay... maybe you should try playing BF2v. | |
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RBR lock.=P - BRASIL!
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#174 | ||
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PR:BF2 Developer
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Quote:
medic is completely unrealistic thing ingame so judjing only from realistic pov is mistake, there are different ways to change medic system and headshots is only 1 part of it, whole point of headshots is to lessen number of revives, 1 med per squad and time limit is another as i already stated, in new version "reviving fest" is gone, further changes to lessen revives will make medic kit useless(nobody will take it like the civilian kit) so it easier to completely remove it btw Quote:
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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-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
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#175 | |
![]() Join Date: Mar 2008
Posts: 2,072
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Quote:
the current AK47 does need slight nerfing (well in full auto its a bit too accurate) but 30% is a bit more then it should be (15-20% would be better) | |
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#176 | |
![]() Join Date: Mar 2008
Posts: 83
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Quote:
Ok so! | |
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RBR lock.=P - BRASIL!
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#177 |
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Banned
![]() Join Date: Feb 2007
Posts: 89
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What's the word on explosives and the new "improved" medic changes?
Currently you can: * have 5 squadies wiped out by a frag and then squadie 6, medic, runs along and start reviving left/right and centre = whole squad up and running in a minute or two. * have 5 squadies wiped out by 3 IEDs and then squadie 6 . . . up and running in a minute or two. * have a guy take an RKG-3 to the head and then a medic . . . up and running in a minute or two. |
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#178 | |
![]() Join Date: Apr 2008
Posts: 111
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Quote:
you allready start to considering removing medic class for sure... dont just remove things if they are difficult in gameplay, just think more how to improve them. this patch will change the medic gameplay issue forever, so bring back the temporary solution like "disabled headshot" | |
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#179 | |
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PR Mapper Team
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The gist of what he said: We gamers have been trained with this sort of "god almighty HEADSHOT" that puts a headshot above and beyond a sucking chest wound, above a shot to the femoral artery, above a shot through the heart... This is, also, far from unrealistic in terms of what disables, completely or almost entirely, a soldier on the field. Its Counter Strike and every other FPS out there that has put a headshot up on a pedestal as the twitch shooting gamers dream. And while a headshot might in most cases kill an individual, there are plenty of other areas that would effectively do the same... The fact is, as someone said above, the medic class is far from realistic, but its not going anywhere. It gives more teamwork than it harms, and is a great method of keeping tactical squads together. Now, since we dont have chest shots killing, we also wont have headshots killing. If you come across a target in the filed, chances are you will be going for center mass. The only real exception here is a sniper[or tank or something] And in which case, the sniper should just be placing shots better to down the medic and such to avoid these issues of the revive[which is NOW fixed as killing someone 60 seconds or under from their revive KILLS them] Hope that made some sense from where we're coming from | |
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#180 |
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In that case, why does the headshot still critically wound in 1? It's still useful to aim for the head, no matter what, unless you make shooting the head the same as the body.
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