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#76 (permalink) | ||||||||||
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Join Date: Mar 2007
Age: 38
Posts: 565
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Re: V.06 Changelog Preview
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#77 (permalink) | |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,459
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Ticket score wont have taken them much time to change and it is slightly disheartening that the highest number of kills is what gets the best score like its a game of Nes Duck Hunt or something. I think its been stated that they cant easily change the ammo bag giving rockets. Supply crates could be requested much more often but SL dont ask often enough, I guess because it takes so long to land. Ive got nothing against shock paddles personally, that together with the healing afterwards is the most vulnerable situation a medic will enter usually. Plus like you said an outright kill can be had with a headshot which irritatingly happens quite often to myself ![]() |
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#78 (permalink) | |||||||||
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Join Date: Nov 2006
Location: Canada
Posts: 579
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Re: V.06 Changelog Preview
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Also check out: Qwai River, Jabal, Kyongan Ni, Gulf of Oman, Al Basrah for vehicle asset maps. Quote:
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This all my opinion and does not really reflect the rest of the dev teams opinions, but appreciate the discussion...
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#79 (permalink) | ||||||||
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Join Date: Mar 2007
Age: 38
Posts: 565
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Re: V.06 Changelog Preview
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#80 (permalink) |
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Join Date: Mar 2007
Posts: 23
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Re: V.06 Changelog Preview
To set some context here, I've played, and excelled at FPS titles specifically in highly competitive environments with a broad base of proficient opposition and allies for about 10 years...arcady shooters, twitch matches, CQB, Long range snipefests, steamroller firefights you name it. Simply put, few of the 'tricks' I learned in that trade benefit me in the realm of PRMM. There are exceptions, but in my experience with PR, team work and focus win over bold aggression, and reflexes almost uniformly, that said...
WRT medics; are the specific mechanics of the medic class, and how players typically implement them the real problem, or is it that medics seem to have a propensity to be supremely self sufficient, particularly in comparison to other classes? For instance....if I start running all lone wolf with a <insert non-medic kit here> picking straglers or being a diversion, or whatever...and I take a hit...then i've got to apply my bandages, and wait for my bleed to stop. At this point, I've got to figure out whether or not I'm going to go for broke and do as much as damage as possible, or try to make it to some point to resupply BECAUSE if I take another hit, I'll likely bleed out and die. Wereas if I'm a medic, I whip out my bag, heal up w/o having to chase my bandages rolling down a hill and I'm on my way again.Before going any further, I realize my example here is contrary to the TG primer. However it is my opinion that, the fact that people are still doing it, because of the unrealistic capability specific to medics that is why the discussion exists to the extent that it does. There have been many good points made WRT melding realism, with virtual action..metaphors that exist to represent r/l etc. and the difficulties associated therein. Interestingly though, the focus seems to be on dibilitating the medic class, rather than placing responsibility at the feet of the players that demostrate indifference to the primer. At the same time, I'm torn...because there are sooooooo many things even on the TG server(s) that take place regularly that never would in reality. Example 5 heavily armed squads....no commander. Required coordination between SL's and SM's, yet the same is not always true from SL1 to SL2. Freindly fire is absolved, or persecuted based on the speedy delivery of a 'sorry chief'. I'm not trying to be sarcastic, but these things are all realities that we create for ourselves, that aren't in anyway REALISTIC recreations of the situations are are emulating. Anyway, I've gone on long enough...to solve this why don't we investigate whether its possible to make the medics ability to heal finite in some way requiring the medic to resupply/rearm in some capacity...this would cut down on the lonewolfing that is encouraged by the classes lone survivability, no? TY that is all. |
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#82 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 4,970
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Re: V.06 Changelog Preview
Once again into the fray...
I said I wasnt going to say anymore, but I feel the need to interject. re Fuzzhead: so after reading all of your posts and seeing the point, I get the impression that you're making this change because you feel that people are not playing medic right, and by that, i mean abusing the bag to lonewolf and such. I can see where that would be aggravating to see from a developer's point of view, but I fail to see how punishing the people who do play it the way it's intended to be played is in any way fair or righteous. All games have in them things that can be abused by players, and if you're going to try to correct all of those, you're going to code the mod right out of existence. As people have said very recently, it seems that the issue isnt with the mod, but with the players. This sounds like something that could be better addressed through something along the lines of hard-coding the "must join a squad" plugin into the server, combined with some good admin work to prevent people from going lonewolf and abusing the game. All it's really accomplishing is to force medics to now team up in pairs to accomplish the same goal as they did alone before. I still fail to see how this change is going to make medics more effective or fun to play. This point has not been illustrated at all. You say you've seen no argument as to why this change should be reversed, but I havent seen any good argument for why the change is being put in other than the fact that you think it's "arcadey" and creates a cavalier attitude. Hate to pop the bubble, but it is still a game, and as such, is going to have an arcadey feel no matter what you change. For example, isnt it kinda arcadey that soldiers are completely unable to shoot while running? I have personally run and simultaneously fired a weapon IRL, and not being able to feels arcadey to me. As for the attitude, you're lumping the good in with the bad and then shooting us all. Is that really how it should be? Or should server admins do their jobs to make sure people are not lonewolfing and playing the game how its meant to be played? The attitude is created by a great deal of latitude thats given to the players, not by the kit, but by the servers.
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|TG-6th|Ferris Bueller Important TG Reading | Support TG - Become a Supporting Member | TacticalWiki - Your TG Guide Kicked/Banned? READ THIS FIRST! | Complete list of TG Admins | Think Someone Did A Good Job? Nominate Them For a Ribbon! Report Problem Players/Appeal Your Ban | Learn TG - The TG Mentoring Program ![]() __________________ "Never underestimate the power of human stupidity." -Lazarus Long |
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#83 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 579
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Re: V.06 Changelog Preview
Good Reasons for no self-healing medics:
- Slows down gameplay - Prevents ghey medic healing while sprinting (the ironman) - Retains medics ability to heal themself through field dressings - Encourages teamwork (medic + rifleman = healing for medic, instead of simply just auto heal) - Creates a more in-depth and skillful role for medics. Instead of just whipping out the bag and healing anyone and everyone in an area, you now have to heal each person individually by clicking and HOLDING your mouse button. This means a medic will be more involved in the healing process and will slow things down a touch. This also means you will now have to prioritize causualties, and treat the more critically wounded first. This adds depth of gameplay and simultaneously gets rid of some annoying features. - Finally allows us to give the medic body armor, as all frontline troops should have body armor. Cons for self-healing medics: - Will have to re-learn and re-think the classes role and tactics involved - Has potential to 'over saturate' medics in squads, so more are now needed. - cant think of any others???
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#84 (permalink) |
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Join Date: Mar 2007
Posts: 143
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Re: V.06 Changelog Preview
Rifleman can now heal himself better than a medic (can heal himself..), the new lone wolf? Oh and scoped rifle and grenades =)
3 bag tossed at once refills stuff pretty fast, so the 3 - 1 field dressing thing doesn't matter much. That said, I don't particularly like the run with bag ability, I'm guessing it's impossible for it to only heal when stationary or something (or crouched?)
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"It's nothing to do with Stalker, really" |
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#85 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 4,970
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Re: V.06 Changelog Preview
You know fuzz, i can think of PLENTY of ways that this could have been changed and been more than acceptable without doing it the way you did it. Matter of fact, you already DID one of them, sort of.
-To stop the medic from healing while sprinting, borrow some of the guns-dont-fire-while-running code and implement it. Done, and no medic would have cared. Also, I even if a medic is healing while sprinting currently, he's still just as easy of a target as anyone else. Trust me, it's all I play and I get pegged while sprinting with my squad all the freaking time. It definitely doesnt make you an "ironman". -Field dressings? are you kidding? EVERYONE has them, so why bother playing medic anymore if you can get the same end result at an UNLIMITED supply, PLUS have grenades and an infinite supply of ammo as rifleman! -Slow down gameplay? Have you ever played the 64p version of al-basrah, much less any of the new super-huge maps you guys are coming out with? I think it's plenty slow enough as-is. I dont know about you, but playing the same map for 3 hours per round doesnt sound that appealing to me. -The part about having to actively use the bag to heal was something I suggested as an alternative and has absolutely nothing to do with removing the self-heal function. It's a completely separate change, so it cant be lumped in with the "pro" column. It just creates more work for the medic, not a more skillful role. It takes no skill to click a mouse button and look at someone. Dont try and make it into something its not. -Medic could have had body armor anyway. It just didnt for balance reasons and nobody seemed to mind much. Also, by your own words, medics will have to play much more conservatively and stay covered more often. This kinda makes the idea of medics being "frontline troops" as a "support class" an oxymoron. -Limited medic bag. If you had to resupply the medic bag in order to use it, dont you think that would have the same end result? I think the first time someone's squad leader died because the medic spent all his time healing himself instead of doing his job and they got an earful, they might reconsider being so selfish. As far as the cons go, have you read anything i've written? -Medics will now be forced to play from the shadows as coming out will likely mean death because even if you're going to heal someone, you have to now heal yourself first. So either you die while trying to heal someone, or they die while you TRY to get at your very very buggy field dressings. -Medics have 2 offensive weapons, the knife and the gun. Most, if not ALL other classes have 3 (or more), of which 2 are ranged or deployable (including engineers who have both C4 and mines). Medics had the boost in that they could self-heal to compensate for the task they were performing while being completely defenseless. Now we have one ranged weapon, one mostly useless weapon (the knife), and the only defensive asset is the smoke grenade, which takes WAY too long to provide cover anyway. -In addition, medics now have to actively use the bag in addition to being defenseless while healing and are unable to self-heal, which causes a serious problem with situational awareness. In case you didnt know, situational awareness is a big counter to getting your ass shot off, which happens to medics enough as it is. -As you stated, squads will either become oversaturated with medics (guaranteed that this will be the first result of the change) or have NO medics as the class will have become no fun to play (this will be the end result). Basically, in summation, the medic is being reduced to a toothless, shadow hiding workhorse who is dependent on everyone else to stay alive. He has to have his squad mates cover him to do his job, and if he gets shot while doing it, he's screwed. He has to stay in cover because coming out and actually providing close support to a squad means almost certain death if he has his bag out. He has a gun and a knife, no grenades, and body armor that will allow him to take what, one extra bullet? If he gets shot anywhere on the battlefield, he has a very limited supply of field dressings to heal himself with (assuming he hasnt already used them on his squadmates that were bleeding out so that the healing process could be expedited, as I frequently do) and he has to hope to god that theres a rifleman around who is paying attention and is willing to drop his ammo packs so he can resupply. Gee, that sounds like fun to me. This doesnt sound like a change driven by necessity. This sounds like a vendetta against something that someone became disenfranchised with in vanilla bf2 and has seen people abusing in PR to some small extent. I know you play a good bit here fuzz, and i'm sure you play other places as well and it's probably worse elsewhere, but it's fairly in check around here. People play like theyre supposed to or they get the boot on a general basis. If people dont play the game right, then thats an admin problem. But instead we see drastic changes against one class when there are so many other very important issues that need to be addressed: -How about figuring out a way to remove bunnyhopping? -Can we say flag bugs? How about vehicle bugs? -What about the rifleman's ability to have infinite ammo? -Fall damage from someone running into you? -Sandstorm effect? I think just those few can illustrate my point on their own. We could go back and forth like this forever because you're set in the way you're viewing it and are refusing to see any other perspective it seems. I have acknowledged some of the more valid points you have made and agreed with them, and the ones I didnt agree with, I did my best to suggest alternate means than taking such a drastic measure. But isnt it funny (and yes, i'm repeating this AGAIN) that the vast majority of the responses here, from respected players on what is hailed as the BEST PR SERVER out there are all agreeing with the fact that this is a bad change and is going to wind up making more people mad than not?
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|TG-6th|Ferris Bueller Important TG Reading | Support TG - Become a Supporting Member | TacticalWiki - Your TG Guide Kicked/Banned? READ THIS FIRST! | Complete list of TG Admins | Think Someone Did A Good Job? Nominate Them For a Ribbon! Report Problem Players/Appeal Your Ban | Learn TG - The TG Mentoring Program ![]() __________________ "Never underestimate the power of human stupidity." -Lazarus Long Last edited by Ferris Bueller; 05-03-2007 at 04:21 AM. Reason: Researched the number of weapons the classes have. |
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#87 (permalink) |
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Join Date: Apr 2007
Posts: 14
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Re: V.06 Changelog Preview
I don't have much to say about the medic class, but I do agree that these field dressings are ridiculous.
Most of the time I'm on flat ground(no roof or anything) and the field dressing just sinks into the floor, and I don't get healed. I hate the bleeding system, realistic or not. |
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#88 (permalink) | ||||||
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Join Date: Mar 2007
Age: 38
Posts: 565
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Re: V.06 Changelog Preview
acceptable
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In the end, the people will speak volumes about the changes, by how many play the mod. |
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