Hello,
As title says, make it so that patches on the ragdolls of wounded teammates increase the wounded time until you go dd. This will be a good addition to the new bleed which I dont mind at all. The only implication to this change is that once you revive someone the capacity to establish an aim to cover an angle/corner or the medic healing is completely diminished. This means you need to have an additional person to cover you if the situation is difficult enough.
If there is a situation where this could come in handy it is where the simple execution of reviving becomes too tedious for one medic, his squad mates could spend their own patch to increase the bleeding time of friendlies nearby until medic arrives.
Medic needs to clear a building or buy his surviving squad mates time before he revives, a patch increasing the wounded time by 2 min would press on different margins of the fight and determine different outcomes when you do not have to consider time or extend maturity of that factor.
Please lets discuss this, is it even possible in the engine?
Make Ragdolls consume patch to increase wound time
-
- Posts: 1027
- Joined: 2008-09-02 05:07
- Mats391
- PR:BF2 Lead Developer
- Posts: 7636
- Joined: 2010-08-06 18:06
Re: Make Ragdolls consume patch to increase wound time
For most things we stopped saying "not possible" as a lot is possible if we spent enough time. A feature like this would require tons of time and reversing of code. So rather than "not possible", I would probably label it "not worth it" for now.UncleSmek wrote:Please lets discuss this, is it even possible in the engine?
![Image](https://i.imgur.com/KYFAjrf.png)
Mineral: TIL that Wire-guided missiles actually use wire
-
- Posts: 1027
- Joined: 2008-09-02 05:07
Re: Make Ragdolls consume patch to increase wound time
Didnt ragdolls consume patches before?
Isnt there anywhere to begin there?
Isnt there anywhere to begin there?
-
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: Make Ragdolls consume patch to increase wound time
You consumed the patch on revive. Still exists.UncleSmek wrote:Didnt ragdolls consume patches before?
Isnt there anywhere to begin there?
![Image](http://puu.sh/hR7nk/1b8ca261c2.png)
-
- Posts: 493
- Joined: 2017-07-03 11:11
Re: Make Ragdolls consume patch to increase wound time
Hardly anyone waits the entire five minutes anyways... So what's the point?UncleSmek wrote: As title says, make it so that patches on the ragdolls of wounded teammates increase the wounded time until you go dd. This will be a good addition to the new bleed which I dont mind at all.
I for one, go afk for 3 of the five minutes.
-
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: Make Ragdolls consume patch to increase wound time
I kind of like it. But if someone manage to make it should come with some limitations imo: 1. It's should only increase the timer to a maximum of 5 minutes still.
2. It should only be possible once.
2. It should only be possible once.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7636
- Joined: 2010-08-06 18:06
Re: Make Ragdolls consume patch to increase wound time
consuming the patch is not that much of an issue. Problem is extending the body lifetime. You would have to extend it both on server and client. There were serverside mods that increased the time until you go dead-dead, but the bodies still disappeared for clients before really became dead-dead. This is non trivial and probably not worth the effort.UncleSmek wrote:Didnt ragdolls consume patches before?
Isnt there anywhere to begin there?
![Image](https://i.imgur.com/KYFAjrf.png)
Mineral: TIL that Wire-guided missiles actually use wire
-
- Posts: 1027
- Joined: 2008-09-02 05:07
Re: Make Ragdolls consume patch to increase wound time
Thanks for the answer Mats.. I understand.Mats391 wrote:consuming the patch is not that much of an issue. Problem is extending the body lifetime. You would have to extend it both on server and client. There were serverside mods that increased the time until you go dead-dead, but the bodies still disappeared for clients before really became dead-dead. This is non trivial and probably not worth the effort.
However, I'd still like to use this as another thread where we can expand on dimensions of the medic kit for I believe we can add a deeper meta when it comes to that especially with the latest changes.
-
- Posts: 66
- Joined: 2009-06-26 08:02
Re: Make Ragdolls consume patch to increase wound time
You guys don't wait? Now is clear for me, why we lose tickets so fast.Coalz101 wrote:Hardly anyone waits the entire five minutes anyways... So what's the point?
I for one, go afk for 3 of the five minutes.
-
- Posts: 502
- Joined: 2018-12-15 21:35
Re: Make Ragdolls consume patch to increase wound time
I thought it already naturally increased the wounded time till dead dead as it always did, I have no idea what you are asking about for the function. We always got more time before dead dead from patches, its why medic has 5 patches, you drop it on dude you need to and he can sprint right away. Edit: Oh hell I get it now, nobody uses the full 5 minutes unless AFK.UncleSmek wrote:Hello,
This means you need to have an additional person to cover you if the situation is difficult enough.
For the "difficult" situation, having a 3rd person covering is standard. The squad should be all in view of each other. Whether as 1 big unit in 1 man hurt per tank shell spread, 2 fire teams of 4, 3 fire teams of 3/3/2 or 4 fireteams of 2/2/2/2.
If all squad leaders don't hold a standard of "stay in view of each other, 1 man hurt per RPG spread" you are not only making your life difficult in so many ways, giving medics more work than they can handle. But you are making my life difficult when these dweebs come to my squad cause you all tolerate illogical **** without setting standards.
People I taught going to your squads, coming back to mine acting stupid like tank shells, RPG, mortars and hand grenades don't exist in game. "1 man per cover, 1 man per medic, 1 man re-arm at a time, 1 man dig per asset, 1 man per camouflage". 1 man per cover is the same as stay in view of each other, because obviously if you are not in view of each other then how could you be bunched up? There should be no confusion why and how, its common sense.
Just gives me more bad habits to break with the same people again who don't get consistent leadership. Let alone on the players end where its their fault, nothing I teach sticks to spread from player to player except with a few who learned from me spreading it.
It takes less than 10 seconds to say "1 man per piece of cover, 1 man hurt per RPG spread formation, in view of each other to save each other by distraction of getting shot at and firing back. Scan aggressively for anything suspect to shoot". Basically getting shot at for your guys is making you bait, everyone needs to take turns as it happens to bring it away from friendlies, keep enemy uselessly frustrated focused on you from not being able to get you. Wastes their time, their ammo, their attention and some body from your squad can snipe them out easily cause they are so pre-occupied.
You will be a mobile booby trap a unit, use skills, set this as a standard from all squad leaders to players and you will more than likely have a 3rd or 7th person covering you once everyone is trained without a briefing. Cause it only being me at the moment saying how to move as a unit to people in my squad, I don't play for a while then having players go to your squads coming back to mine acting stupid.
If you don't have this then it is probably why it is difficult, which in turn makes my job difficult. Breaking all the bad habits you tolerate and don't identify as problems which you for sure won't come up with any solutions if a problem isn't recognized.
People only firing when they know they see something even though they scanned right over enemy not noticing them also. That is why I say "scan aggressively for anything suspect". Then the issue of isolated sectors where friendly is aiming where there is nothing to save you from that direction while only watching that direction. All fixed by saying Grump's tactical jingle.
Last edited by Grump/Gump.45 on 2022-04-14 04:13, edited 1 time in total.
-
- Posts: 319
- Joined: 2013-04-03 00:21
Re: Make Ragdolls consume patch to increase wound time
What if....
1. Medic uses patch and take the player out of ragdoll state (basically what epipen already do now)
2. The player stays on the ground unable to normally move and blind (like the medic just stopped his bleeding)
^ If even possible, in a pain animation of some sort
3. Medic uses epipen and now player is able to move/shoot/whatever again, if needed
4. Medic uses medibag to heal player to full health
1. Medic uses patch and take the player out of ragdoll state (basically what epipen already do now)
2. The player stays on the ground unable to normally move and blind (like the medic just stopped his bleeding)
^ If even possible, in a pain animation of some sort
3. Medic uses epipen and now player is able to move/shoot/whatever again, if needed
4. Medic uses medibag to heal player to full health