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Old 05-01-2007, 05:40 PM   #61 (permalink)
 
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Re: V.06 Changelog Preview

You've definitely got a point RE:tickets/bleed, to that end I can attest to the tools usefulness. At the same time, after playing the insurgent class and simply not having the option, I noticed that even VBF'ers tended to play quite a bit more conservatively.

I was just thinking out loud, so take it for what you will

TY that is all.
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Old 05-01-2007, 06:04 PM   #62 (permalink)
 
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Re: V.06 Changelog Preview

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@Terminal Boy
I take it you didn't read the thread at all.

I personally prefer to play medic, as my game high comes from keeping my SL and mates up in the middle of a firefight. I am a bit bothered though with the change in field dressings. Since learning about the field dressing trick to move bodies, I rarly have a field dressing any more because I use it after trying to shock 2 times. If they aren't up, I throw the dressing, and that usually works.
I have a feeling I am going to still be using up all my dressings, or will have to stick a lot closer to the guy with ammo.
Pick up their kits when you get to them, drop their dressing (as intended, each soldier carries a dressing for the medic to use when he's being treated) and switch back to your kits. If they don't have a dressing ammo packs and mines will server the same purpose. Not sure about claymores or c4 since those objects become fixed.
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Old 05-01-2007, 06:24 PM   #63 (permalink)
 
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Re: V.06 Changelog Preview

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Originally Posted by [sbf]Joeboo View Post
Speaking of reviving...i wouldn't be aversed to removing the Jesus paddles. It seems ridiculous to me that it takes less time to 'patch up a wound' than it does to bring a dead man back to life...So hell, in the long run, it might not only be more realistic to get rid of the paddles, it might actually tighten up the way folks play the class? Who knows?

TY that is all.

Regarding paddles, I often think about this as well but then I fall back on PR's philosophy on them (from the PR FAQ):
Quote:
How can a "reality" mod keep battlefield defibrillators?

Defibrillators can be understood as a metaphor. When a soldier is downed in real life another soldier will drag him to cover and begin applying bandages to keep him alive until he can get to a field hospital. Unfortunately the BF2 engine cannot handle dragging. Since in PR people are not revived with full health, they need to follow the medic who revived them and get healed up much like a possible "dragging" scenario. There is no field hospital stage in PR because that will not be very fun, just as if dying deleted your account would not be fun. This system also lends itself well to the level of teamwork PR wants to encourage.
Working within this metaphor, I think shock paddles make good sense. It simulates the first stage a medics treatment...getting to his wounded teammate and begin to get him out of the hot zone. The developers have long talked about replacing the shock paddles with a CPR mask or some other animation but it seems to be difficult work and there are plenty of other things to work on.

For me the more realism the more fun so that is the perspective I usually favor...but as been obviously noted by making some aspects of the game more realistic it may make the game less fun when it restricts the variety of gameplay that the game offers. This variety (air, armor, infantry, medics, engy's, spec ops) is what made BF2 so appealing...you can play these same maps over and over and not get overly bored because you can play them so many different ways.

As it has been said above, to be truly realistic in this game you would either have to remove medics altogether because they would not be able to "heal" a player that was seriously wounded enough to get back in the action OR simulate a field hospital where wounded players would have to retreat to for med treatment...spend 20 minutes getting healed...then return to battle (still not realistic though). Neither would be fun since we would lose a lot of the great players out there who prefer medic. So we have to pursue a balance that keeps the variety of playing medic but, within the scope of the mod, makes it realistic for the purposes of focusing on teamwork and tactics.

I realize I have beat the beehive with a stick pretty heavily in this thread, and I never wanted it to come to critiquing any particular player's playing style, for that I am sorry, I am again just seeking out that realism.
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Old 05-01-2007, 06:58 PM   #64 (permalink)
 
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Re: V.06 Changelog Preview

The medic should get a meat cleaver and decide which effected body part to lop off.
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Old 05-01-2007, 07:14 PM   #65 (permalink)
 
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Re: V.06 Changelog Preview

That could in be the insurgent medic kit along with a blow torch to cauterize. He can revive but you will never run again / fire a gun full auto
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Old 05-01-2007, 07:22 PM   #66 (permalink)
 
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Re: V.06 Changelog Preview

I don't really care either way, but it'll be interesting to see what effect(s) on gameplay this change will have.

Most of the time as medic I end up with a lot of kills simply because I can heal myself while I support the squad by outflanking the enemy. With this change, this tactic won't be as effective since once you're spotted, you'll almost always be forced to retreat or die instead of finding cover to heal up and try again.
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Old 05-02-2007, 05:49 AM   #67 (permalink)
 
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Re: V.06 Changelog Preview

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Originally Posted by Lith1um View Post
PR crew seems to be slowly removing some of the vehicle influenced maps from the mod.
It feels like someone took BF2 and put it in a tiny box.
These statements couldnt be further from the truth...

17 square kilometer maps, with possibility of over 60 vehicles on each side. Yea, were focusing on only infantry maps for v0.6, right

You will see the size and quality of maps first hand soon enough... dont expect vehicle combat to be anything like it is in v0.5.... Vehicle Lethality will now be at a much greater level. Over open terrain expect the vehicle weapon systems to be very deadly in hands of an experienced player...

Should maps under 2km be focused on infantry? I think yes absolutely, these small maps do not allow vehicles to be portrayed realistically.
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Old 05-02-2007, 05:53 AM   #68 (permalink)
 
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Re: V.06 Changelog Preview

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Originally Posted by tau_neutrino View Post
Most of the time as medic I end up with a lot of kills simply because I can heal myself while I support the squad by outflanking the enemy. With this change, this tactic won't be as effective since once you're spotted, you'll almost always be forced to retreat or die instead of finding cover to heal up and try again.
Yes this is the precises 'tactic' currently that seems to be heavily used by medics, the sense that you are sort of 'immune' to bleeding/getting hurt, so long as it dont kill you, your alright. That attitude I think is not a good thing for gameplay IMO

As for all the realism debate about medics being able to heal themselves irl, ive already mentioned that in this case realism has very little to do with it, as its a gameplay change. If we were to factor in realism heavily, there is no point in even having medics, and that obviously is not good for gameplay dynamic of having another class that can help their buddies other than killin folk.
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Old 05-02-2007, 06:25 AM   #69 (permalink)

 
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Re: V.06 Changelog Preview

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Originally Posted by fuzzhead View Post
If we were to factor in realism heavily, there is no point in even having medics, and that obviously is not good for gameplay dynamic of having another class that can help their buddies other than killin folk.
QFT and as stated by moi. Although I can understand and even sympathize with your take on what tau said (it truly embodies the way medic shouldnt be played as the medic, in that case, is no longer a support class, but simply a short range sniper with infinite health if he hides himself well enough), I think that this change is going to significantly hurt medics who do play as intended and provide close support for their squad and will be very unpoplular and have a largely negative impact in the long-run. But i've beaten this horse long enough and I'll let it go now, since everyone within a 10 mile radius of the forums knows how large my disdain is for this change.
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Old 05-02-2007, 08:55 AM   #70 (permalink)
 
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Re: V.06 Changelog Preview

Just to explore some of the other changes in v.06...I think the new civilian class is really going to make this game interesting. Their only weapons will be rocks (they cannot pick-up other kits) but they can aid insurgents with field dressings, give access to areas (grappling hook). Oh, and if you shoot a civilian, you get penalized. This adds a whole new dynamic to the game.

BTW, although shooting a civilian is a penalty, apparently you can "capture" them by knifing them to simulate cuffing or otherwise immobilizing them. Neat feature!
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Old 05-02-2007, 11:20 AM   #71 (permalink)
 
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Cool Re: V.06 Changelog Preview

I noticed civilians in the log but not firing sounds extreme. Anyone could/would pick up a gun but the idea of people you cant kill mixed into hostiles does sound a very difficult situation and much more 'realistic'

The PR team are obviously hard core



Which maps are 2km ?
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Old 05-02-2007, 11:22 AM   #72 (permalink)
 
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Re: V.06 Changelog Preview

I want to push the baby carriage with the explosives in it.
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Old 05-02-2007, 11:33 AM   #73 (permalink)
 
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Re: V.06 Changelog Preview

I think the civilians are supposed to represent protesters or rioters at worst. Anyone with an IED is still a terrorist/insurgent and a valid target, but you cant really shoot someone for chucking a stone. Riots have petrol bombs all the time though so... :/

They would have to be pretty tough civilians to stick around when a cobra is firing hydras though...
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Old 05-02-2007, 01:40 PM   #74 (permalink)
 
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Re: V.06 Changelog Preview

IOOB can i be the big brother that protects the explosives in the carage?
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Old 05-02-2007, 02:11 PM   #75 (permalink)
 
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Re: V.06 Changelog Preview

I just saw 'Fuzzhead' on the BF2 credits
oOo
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