Page 2 of 8

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 06:19
by Psyrus
I used to play as a medic regularly, but as many people know, it is exceedingly difficult to be effective in PR >0.6, although still possible. This change is very welcome, and although the community will lose my squad leading [which they'll probably be happy about because I'm on constant male-PMS] they'll get my defrib love back ;)

Is there a way to keep the initial arming time for the field dressings as they are in 0.75, but have the time between throws after the first reduced (the dressing reload time)? I find it somewhat excessive, to the point where I've been shot by a G3 and haven't had enough time to throw my dressings before bleeding to death.

Either way, spectacular change, I'm very impressed!

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 06:24
by Drude
I wish that medics would be able to revive civilians. (which would count as capture - same as knifing) This would enable coalition forces to take down civvies in different way.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 06:32
by Psyrus
Drude wrote:I wish that medics would be able to revive civilians. (which would count as capture - same as knifing) This would enable coalition forces to take down civvies in different way.
You're saying that they could use their defribs to capture, or that once a soldier has killed a civilian that a medic can come and negate the whole effect (killing civ = -7 intel, capturing them = +7 intel)? I can't say I agree on this one :confused:

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 06:58
by .blend
Im loving it, dadadadada! *sings*

This is a desperately needed buff for the medic...
I always waste my defibs and bandages for ppl stuck into the ground, and i still cant revive em, so that extra ammunition will rly be of use.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 07:21
by MadTommy
5 minutes spawn for the win!

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 08:31
by ERASERLASER
The most important thing I thought the medic needed was a damn scope!!!

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 08:31
by Su34
The timer is then switched to the normal spawn time of 30 seconds (plus other penalties) minus the time the player has already waited.
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?

Thanks for answering!

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 08:38
by Rudd
wow....this will make my job so much easier!

I'll have so much free time that I won't know what to do with myself :D

But with the lower health state after rezzing, will throwing a dressing down B4 reviving be considered an exploit?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 09:33
by MadTommy
Su34 wrote: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?

Thanks for answering!
Yes... if you wait longer than the 30 seconds.. and then realise the medic is down or not coming, when you hit 'give up' you will spawn straight away.

Dont forget you get an extra second for each death.. so if you have died 10 times you might as well wait 40 seconds before giving up. And if you've killed yourself you ain't gonna spawn for 60 seconds.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 11:47
by Jimmy_Smack
This most likely isn't possible but would be very cool if someone was willing to put in the extra work:

It would be like in COD4, (not that I encourage that gameplay in PR) when shot you can go into a sort of last resort mode with your pistol pulled laying on the ground. In PR, you wouldn't have the pistol out but would be in physical pain. If the give up option was chosen, your character would end himself with his pistol.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 12:19
by Spec
you wouldnt even have a pistol?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 12:52
by Oldirti
Jimmy_Smack wrote:This most likely isn't possible but would be very cool if someone was willing to put in the extra work:

It would be like in COD4, (not that I encourage that gameplay in PR) when shot you can go into a sort of last resort mode with your pistol pulled laying on the ground. In PR, you wouldn't have the pistol out but would be in physical pain. If the give up option was chosen, your character would end himself with his pistol.
that ability sucks in COD4 so why would it be good here?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 12:59
by Rudd
Spec_Operator wrote:you wouldnt even have a pistol?
No, but we could have a great middle finger + the character saying "**** you" before signing and dieing!

Epic.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:23
by williejones
well it may suck in cod4 however could it be done so if you were hit in the legs you "fell over" and say could only prown into cover to seek a medic, or you simply bleed to death???

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:26
by Frosty_Mc0wnage
Can we have the option to beg for mercy?

And by extension, the option to take prisoners and get him to tell us where teh rallies are! ;)

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:27
by IAJTHOMAS
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?

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:39
by Spec
Good suggestion, really good.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:40
by akatabrask
Heh...was just thinking about suggesting that (the showing-text-under-you-are-criticaly-wounded-thing). Cause if that was included, there would be no problem at all having up to 5 min imo. as even the most ignorant n00b would understand what to do.

And i recon it would be slightly more annoying to enter the spawn-menu (especially because you can't see the timer from there) every time you wish to die just to respawn then just respawn so if there could be some hotkey to "give up".

Anyhow really like this improvement and are looking forwart to it :)

PS. Is it just me or is it so that if a fellow soldier starts to bleed you just need to heal him to stop it but when you are bleeding yourself (as a medic) you gotta use a field dressing (or sometimes even two) to make it stop? If that could be fixed too it would be great.

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:47
by Sabre_tooth_tigger
^^
Akatabrask, medics can use the medic bag to heal themselves. Go prone and point the bag at the sky and left click. Alternatively crouch and point bag at the ground and click.
Either way you cant see a thing but it should heal yourself

Re: [Gameplay] Medics and healing dynamics

Posted: 2008-06-03 13:57
by D4rk_l0rdBR
I like it, very good... this will give to medics more time to know where the bullets come from and if there is no more danger and he can revive the soldiers.

Nice Job :)