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03-11-2009, 08:46 AM
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#1336 (permalink)
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Join Date: Jul 2008
Location: Stockholm - Sweden
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Re: PR Dev Journal.
EA overall has published some pretty tight games
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03-12-2009, 07:53 PM
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#1337 (permalink)
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Join Date: Aug 2007
Location: Missoula, Montana
Age: 23
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Re: PR Dev Journal.
Not from the dev journal, but I feel it warrants a post:
Quote:
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Originally Posted by [R-DEV]fuzzhead
There [are] a few changes already announced for v0.9 to help reinforce the current medic system proper use:
- Limiting medics, 1 per squad.
- Limiting the frequency of revives. If you are shot within 60 seconds of being revived, you will be KILLED.
- Fixing the bleed out screen, so that it once again blocks your vision and limits your sprint (this is a huge factor and was broken due to newer video card drivers).
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http://www.realitymod.com/forum/f10-...tml#post955143
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03-12-2009, 08:10 PM
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#1338 (permalink)
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Join Date: Mar 2007
Location: freaking out!
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Re: PR Dev Journal.
Sounds good, really bugs when 3 medics walk over your body so I'd much rather have 1 guy interested in being the medic and doing it properly
1 revive = 1 kill but who puts in as much effort to healing as killing, not many
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03-12-2009, 08:14 PM
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#1339 (permalink)
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Join Date: Oct 2007
Posts: 1,140
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Re: PR Dev Journal.
Sounds good, but I don't like the idea of the 1 medic/request kit, it's hard enough to get a request kit as it is, and to have to fumble around if your medic dies just the same as if your HAT kit does, sounds really annoying.
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03-12-2009, 08:20 PM
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#1340 (permalink)
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Join Date: Aug 2007
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Re: PR Dev Journal.
Well it says that the kit is limited to 1 per squad it doesn't say the number per team, so it could be infinite. It also doesn't say it has to be requested off a crate.
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03-12-2009, 08:34 PM
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#1341 (permalink)
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Join Date: Oct 2007
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Re: PR Dev Journal.
How else will they implement it?
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03-12-2009, 08:45 PM
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#1342 (permalink)
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Join Date: Mar 2007
Location: freaking out!
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Re: PR Dev Journal.
Next game request an automatic rifleman kit, it wont be any rarer then that imo
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If you find yourself in a fair fight, then you have obviously failed to plan properly.
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03-13-2009, 01:22 AM
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#1343 (permalink)
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Join Date: Jan 2008
Location: Prince Edward Island, Canada
Age: 18
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Re: PR Dev Journal.
I'm not aware of anywhere it has been stated that the medic kit will be a limited request kit - merely that there will only be one allowed per squad. Considering the limits that are already in place such as squad leaders only being able to spawn with the Officer kit and 3 people in the squad and the fact they can limit requestable kits to certain amounts per squad suggests to me that merely limiting the amount of spawnable kits in a squad should be feasible.
Those changes sound like they will be for the best overall, although I'm sure it will be a bit of a shock to go from the current standard (atleast last time I played) of two medics in a squad and put more of a load on the remaining medic. But hey, it'll be fun!
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03-13-2009, 04:26 AM
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#1344 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
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Re: PR Dev Journal.
Imo they should also kill people when they try to pickup a medic kit from a dead squadmember, or remove the kit from the field the second the medic dies. That has to be the most unrealistic feature in PR/ BF2... the medic dies, someone else picks up the gear and suddenly knows how to operate a wounded soldier on the battlefield  .
This is a change I 'm definitely looking forward too, gameplay will once again be slowed down and people will tard-rush a lot less.
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03-13-2009, 09:36 AM
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#1345 (permalink)
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Join Date: Oct 2007
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Re: PR Dev Journal.
Yeah, I'm down for that.
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03-13-2009, 03:43 PM
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#1346 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
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Re: PR Dev Journal.
Quote:
Originally Posted by Dr. Zoidberg
Those changes sound like they will be for the best overall, although I'm sure it will be a bit of a shock to go from the current standard (atleast last time I played) of two medics in a squad and put more of a load on the remaining medic. But hey, it'll be fun!
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It'll also mean that good medics have more an effect. Choosing who, where, and how to revive will be a lot more important than popping smoke in the general direction of the enemy and epipen-ing everyone around you.
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03-13-2009, 04:33 PM
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#1347 (permalink)
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Join Date: Sep 2008
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Re: PR Dev Journal.
Quote:
Originally Posted by SamO
How else will they implement it?
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Try spawning in with an officer kit next time you're a squad member.
If it can be done with officer, I'm sure there will be some manner of restricting the kit.
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03-13-2009, 10:22 PM
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#1348 (permalink)
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Join Date: Apr 2005
Location: New York (no, not the city)
Age: 32
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Re: PR Dev Journal.
Quote:
Originally Posted by Ghost Dog
Imo they should also kill people when they try to pickup a medic kit from a dead squadmember, or remove the kit from the field the second the medic dies. That has to be the most unrealistic feature in PR/ BF2... the medic dies, someone else picks up the gear and suddenly knows how to operate a wounded soldier on the battlefield  .
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That's true...the squad in Saving Private Ryan couldn't help Wade when he got shot assaulting the MG nest.
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03-14-2009, 09:11 AM
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#1349 (permalink)
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Join Date: Jun 2007
Location: Suburban Chicago
Age: 43
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Re: PR Dev Journal.
But most soldiers carry the first-aid bandages and can heal themselves with them, so at the least they should be able to pick up the medic kit and use the bandages from that kit as well.
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03-14-2009, 09:24 AM
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#1350 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
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Re: PR Dev Journal.
Any way to make a medic's kit act as an ammo-bag for bandages?
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