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Csikszent Mihalyi
DUST University Ivy League
55
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Posted - 2013.08.20 01:44:00 -
[1] - Quote
To be honest, I think that nanite injectors are a broken concept right now, that really needs to be reconsidered. I can't remember the last time I actually wanted to be revived, it almost always ends in disaster.
As somebody said, droplinks are a lot more useful, and allow you to re-enter the battle from a more strategic location with full health.
I would consider a few changes:
1) Allow us to "tap out" more easily, so we don't get revived if we don't want to.
2) Get rid of the delay when poking somebody.
3) Make the revived player invulnerable (but also immobile) for a second or two, to allow them to assess the situation and get ready to dodge.
4) Instantly start the shield recharge, so by the time the player becomes vulnerable, their pants are not entirely down.
5) Allow us to destroy a clone by shooting the dead body a few times.
This wasn't very creative because it's basically taken directly from Return to Castle Wolfenstein, a game in which the medic class worked flawlessly IMO.
The current system basically punishes "combat revives" by making the revived player extremely vulnerable, but that's not fair because it wasn't the choice of the player to be revived. The above changes would make combat revives far more feasible and really allow a medic with quick reactions to keep his team in the game. I don't think it would be overpowered any more than it was in RtCW, where players developed many strategies to deal with it, and the possibility of destroying clones means that medics can be denied with some extra effort. |
Csikszent Mihalyi
DUST University Ivy League
55
|
Posted - 2013.08.20 02:07:00 -
[2] - Quote
I-Shayz-I wrote:DUST Fiend wrote:Actually the better logis tend to use garbage needles and reps in order to soak up the most WP
Hate the game not the player :/ So true. Until they give me more points per revive for better needles, I will never use them. Also, the standard one uses up less pg/cpu, so it just only makes sense. Also, I pick people up in the middle of battle so I have more time to pick them up after I kill the enemies. This is a strategy to keep you guys from losing your suits...the only ones that care about dying multiple times are those that worry about their kdr. Every time someone revives you, it gives you another 20 seconds before bleedout. I revive first, stand in between the enemy and you, rep you, then go back into the fray. If you die again, at least I can pick you up afterwards.
My main issue with being revived is that it's a waste of time, if I just get killed immediately. Even if things turn out well, by the time I am all repped up and the shields are back up, I could just as well have respawned with a fresh set of ammunition.
I'm not blaming you for trying to do your job (keeping clones in the game), but the game really could be a lot less punishing about it. |
Csikszent Mihalyi
DUST University Ivy League
55
|
Posted - 2013.08.20 02:13:00 -
[3] - Quote
Aisha Ctarl wrote:Csikszent Mihalyi wrote:To be honest, I think that nanite injectors are a broken concept right now, that really needs to be reconsidered. I can't remember the last time I actually wanted to be revived, it almost always ends in disaster.
As somebody said, droplinks are a lot more useful, and allow you to re-enter the battle from a more strategic location with full health.
I would consider a few changes:
1) Allow us to "tap out" more easily, so we don't get revived if we don't want to.
2) Get rid of the delay when poking somebody.
3) Make the revived player invulnerable (but also immobile) for a second or two, to allow them to assess the situation and get ready to dodge.
4) Instantly start the shield recharge, so by the time the player becomes vulnerable, their pants are not entirely down.
5) Allow us to destroy a clone by shooting the dead body a few times.
This wasn't very creative because it's basically taken directly from Return to Castle Wolfenstein, a game in which the medic class worked flawlessly IMO.
The current system basically punishes "combat revives" by making the revived player extremely vulnerable, but that's not fair because it wasn't the choice of the player to be revived. The above changes would make combat revives far more feasible and really allow a medic with quick reactions to keep his team in the game. I don't think it would be overpowered any more than it was in RtCW, where players developed many strategies to deal with it, and the possibility of destroying clones means that medics can be denied with some extra effort. You can do number 5, I do it all the time.
Wow... I was wondering about it, but nobody ever mentioned this to me so I assumed it's not a thing. The fact that hardly anybody seems to care about doing this just underlines how weak the current reviving mechanics are IMO. |
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