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Old 05-03-2007, 03:27 PM   #91 (permalink)
 
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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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Old 05-03-2007, 04:40 PM   #92 (permalink)
 
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Re: V.06 Changelog Preview

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Originally Posted by ChernobylKinsman View Post
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).
Im against things like this. All it does is make healing more annoying, risks it being buggy and doesnt add a lot to the game.

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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Old 05-03-2007, 04:43 PM   #93 (permalink)



 
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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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Old 05-03-2007, 04:56 PM   #94 (permalink)
 
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Re: V.06 Changelog Preview

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Im against things like this.
As an alternative to not being able to heal yourself at all? Currently you'll have to click it to heal a person anyway, 9 times out of 10 I'm crouched or prone using the bag as it is.
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Old 05-04-2007, 01:19 AM   #95 (permalink)
 
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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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Originally Posted by Ferris Bueller View Post
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.
The thing your not realizing is: THINKING of different ways of doing things and actually IMPLEMENTING these things are completely different. We have a really innovative team (Im not one of these innovators hehe) that do some crazy ass **** to get things to work.
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:
-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".
see above.

Quote:
-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!
medic has 3 field dressings.

Quote:
-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.
This I completely disagree with. Majority of players that I know are currently playing armed assault or other games right now instead of PR because they feel the gameplay pacing is still way too fast. I think its insanely spammy right now. If I didnt know what was coming in v0.6, I would prolly say forget about PR... to each their own, but I know Im not alone when I say gameplay is way too fast paced. I dont mean so much '3 hours in one map' I mean more like its very common to see alot of players dying 20+ times in one round. To me, that is ridiculous...

Quote:
-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.
see first point. Its not a 'seperate change' its part and parcel because of the way it was implemented.

Quote:
-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.
disagree, medic + self heal + body armor would make those medics even MORE like meatshields...

Quote:
-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.
Find a way to do this and it would be good idea to implement. So far we have had no luck...

CONS:

Quote:
-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.
they will not be able to play as lonewolfs as effectively, and it will take a bit longer to get healing from the squad. I hardly think it will be as severe as you say.

Quote:
-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.
Yeap, medics are not equipped as offensively as other classes, point taken.

Quote:
-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.
Yeap I think it will be great to have to cover a medic while he does his thing.

Quote:
-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).
Disagree with the 'no fun' factor. It will definitely become a harder class to play as a lonewolf, but overall I think it will still be a very highly valuable and sought after class for good teamwork squads. I dont think this change will make the medic 'no fun to play', in fact, with the new body armor and larger mag count, I can see the class getting to shoot more often and able to give suppresive fire now.

Quote:
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.
Basically every single active person on the dev team thinks the auto-healing medics should go, so its not one mans vendetta but an entire dev team good try though


Quote:
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?
When someone makes a breakthrough on these issues Im sure youll hear about it and Im sure we will get ****tons of comments about why it shouldnt be fixed.

Quote:
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?
Its funny cause every tactical gamer I have asked about the question says absolutely remove the abilitiy for medics to self-heal as its neither realistic nor good for gameplay. So I dont think its as cut n dry as you make it seem.


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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Old 05-04-2007, 02:21 AM   #96 (permalink)
 
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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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Old 05-04-2007, 02:40 AM   #97 (permalink)
 
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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"
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can you say,,,,,,,,,,,,,,,, Reality mod?
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Old 05-04-2007, 03:08 AM   #98 (permalink)
 
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Re: V.06 Changelog Preview

Quote:
Originally Posted by fuzzhead View Post
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


Quote:
Originally Posted by fuzzhead View Post
I mean more like its very common to see alot of players dying 20+ times in one round. To me, that is ridiculous...

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'.
20 deaths would be about 10 mins of doing nothing but cursing so good point there


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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Old 05-04-2007, 05:06 AM   #99 (permalink)
 
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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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Old 05-04-2007, 11:50 AM   #100 (permalink)
 
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Re: V.06 Changelog Preview

Survival AAS2 good idea
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Old 05-04-2007, 12:16 PM   #101 (permalink)



 
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Re: V.06 Changelog Preview

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Originally Posted by 7ShadesOSin View Post
Just to change the subject completely, I'd quite like to see a "Survival" game mode, where everbody only gets one life per round.
We could actually set this up on our own by simply increasing the respawn timer.
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Old 05-04-2007, 12:20 PM   #102 (permalink)
 
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Re: V.06 Changelog Preview

30 minute timer? sounds like a plan to me
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Old 05-04-2007, 12:21 PM   #103 (permalink)
 
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Re: V.06 Changelog Preview

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We could actually set this up on our own by simply increasing the respawn timer.
Maybe for an MNM one night?

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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Old 05-04-2007, 01:48 PM   #104 (permalink)
 
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Re: V.06 Changelog Preview

Survival would be fun, but only if it was like 12v12 in a 4km2 map, otherwise, it would be too quick.
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Old 05-04-2007, 04:48 PM   #105 (permalink)

 
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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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