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#91 (permalink) |
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Join Date: Mar 2007
Posts: 143
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Re: V.06 Changelog Preview
If the medic bag is click to operate and it's possible to code guns that can't be fired unless you are prone, would the same not be feasable for medic bags? (Although crouch/prone would make more sense).
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#92 (permalink) | |
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Join Date: Mar 2007
Location: Western Mass
Age: 28
Posts: 59
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Re: V.06 Changelog Preview
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I think realism went out the door when I used the Jesus paddles on a guy hit by a light AT round, he got up and ran behind a wall and started to reload his gun. At this point I dont think me having to kneel is a big issue. Though I would be all about a change that said you cant heal someone while they are firing their gun. Realism is only good if it doesnt come at the cost of gameplay. |
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#93 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,763
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Re: V.06 Changelog Preview
Folks... again, let's remember this is a beta. The PR team has their reasons for trying out new features. No one will really know how it affects game play until the features are played over time.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#94 (permalink) | |
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Join Date: Mar 2007
Posts: 143
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Re: V.06 Changelog Preview
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"It's nothing to do with Stalker, really" |
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#95 (permalink) | ||||||||||||||
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Join Date: Nov 2006
Location: Canada
Posts: 558
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Re: V.06 Changelog Preview
I will respond to your post point per point, and conclusion of the debate at the bottom, im ready to move on to other topics kinda beat this one to death and then some :P
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For example, the way we got bleeding vision to work was creates a tiny cloud of tear gas to spawn at the players location when he gets to a certain amount of health, and to have these tiny explosions appear when bullets hit near you to give the suppresion effect. Another example is just a couple days ago egg was having terribly difficult time getting commander/driver position zoom to work properly. All kinds of bugs with various ways he tried. He ended up sticking the zoom on the smoke launcher, and that gave the best result, so thats what will be in hehhee Of course the player wont notice, but the point is implementing ideas in BF2 engine is all about trial and error and ****ing about until you get something that is prety close to your original idea. Not a task for the impatient...Quote:
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good try thoughQuote:
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Bottom of the line: Medics have to look straight down while standing and clicking to heal themselves. This is technically a 'bug' but to players with your mindset its a 'feature'. Currently there is no easy way to remove this 'feature' and egg is happy with the progress he has made, so that is probably how its gonna ship with v0.6. So its a compromise that we can probably both agree on. While I still think medic self healing should be removed completely I think this is gonna be great new change of pace for the medic role. If you still think it sucks, well, you still gonna play the mod regardless hehe Adapt and overcome...But please if you join my squad, I expect my Combat Medics to be Riflemen first, and medics second. Eliminate or supress the threat, THEN pick-up your fallen comrades and pull them to cover, then once its safe, apply your healing magical bag heehhe ![]() Medics who run around with just their bag and defibulators out in my squad usually get an earful from my end... unless we are just tard rushing or playing stupidly, in which case go nuts hehe
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#96 (permalink) |
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Join Date: Dec 2006
Location: Massachusetts
Posts: 3,763
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Re: V.06 Changelog Preview
What would be nice: if it was possible to change squad size to ten or so. That way it wouldn't be a sacrifice to have two medics in the group.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#97 (permalink) |
![]() Join Date: Mar 2007
Location: California
Posts: 682
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Re: V.06 Changelog Preview
hardcoded though, i fully support this change, i think it will be great
"Ednos, Come here.................................. "yes sir" "private ryan's down in that court yard. on my mark we're going to lay down suppressive fire on the enemy's position. you're going to run to him, and drag him back then get his *** healed" "k" "GO!" Tatatatatatatatatatatatatatata can you say,,,,,,,,,,,,,,,, Reality mod? |
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#98 (permalink) | ||
![]() Join Date: Mar 2007
Location: eurasia
Posts: 2,339
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Re: V.06 Changelog Preview
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Will medics still be able to move while healing themselves. Being completely still to get a heal sounds a good compromise to me even if its a bit too easy to solo still |
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#99 (permalink) |
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Join Date: Mar 2007
Location: Scotland
Age: 29
Posts: 186
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Re: V.06 Changelog Preview
Just to change the subject completely, I'd quite like to see a "Survival" game mode, where everbody only gets one life per round.
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7Shades How sweet, thought lifeless, yet with life to lie, And, without dying, O how sweet to die! - from Thomas Warton's "Ode to Sleep" |
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#101 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,763
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Re: V.06 Changelog Preview
We could actually set this up on our own by simply increasing the respawn timer.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#103 (permalink) | |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: V.06 Changelog Preview
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The only thing I don't like about surivial mode, at least for BF2, is that you would see squads breaking up a lot more as players are killed and people filter into new squads...it could throw the teamwork tempo off I think. I think survival mode would also need a stricter time limit. No more than 15 minutes.
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#105 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 27
Posts: 2,034
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Re: V.06 Changelog Preview
talk about camp fest in survival mode....there would be little incentive to complete any tasks. A team that starts on bleed would lose, everyone would play as a medic. To not be a medic would be silly despite the offensive advantages.
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