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Zunist Tae
Single Player Opps
29
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Posted - 2014.01.07 17:29:00 -
[1] - Quote
Samuel Zelik wrote:Sounds like a blow dart or an injector on a stick. I'd rather wait for Drones that have the same/a similar function but don't need a cooldown or reduced heal percentage as a limiting factor (because Drones can be blown up).
NTY. At least right now if someone revives me to get blasted by the reds there's a good chance they'll die with me. really don't want them doing it safely from cover. |
Zunist Tae
Single Player Opps
30
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Posted - 2014.01.07 21:10:00 -
[2] - Quote
Samuel Zelik wrote:Zunist Tae wrote: NTY. At least right now if someone revives me to get blasted by the reds there's a good chance they'll die with me. really don't want them doing it safely from cover.
That's such terrible team-mentality; it's cynical and sick.
It happens constantly as is. Blueberry runs in without bothering to make sure the area is clear and stabs you with militia injector, then back peddles while the recently revived becomes the recently ko'd again. Then he does it again, and again until he dies. It happens frequently.
There's nothing cynical or sick about pointing out something that's already happening in the game. If they do it now, why wouldn't they do it safely from range? |
Zunist Tae
Single Player Opps
30
|
Posted - 2014.01.07 21:12:00 -
[3] - Quote
Alena Ventrallis wrote:More like a nanite launcher of some kind. Less healing because some of the nanites don't survive the flight to the target.
Even worse idea. Revived with less armor so you're even easier for the other team to polish off while standing up? Again, no. |
Zunist Tae
Single Player Opps
31
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Posted - 2014.01.07 23:45:00 -
[4] - Quote
Samuel Zelik wrote: Yes, it happens. Blueberries don't know any better until they're either taught or gain common sense/experience. Even if someone does check the area, there are times when re-death is unavoidable. After all, even good mercs don't have all day to "check the area"; the decision is close to split second. In the same time one could be checking the area, a merc could be right around the corner; so wouldn't it be better to revive ASAP? or if the enemy is distracted?
It's cynical that you wish death upon your teammates; it's sick that you think of clones so cheaply, when every one counts (ie: games where the clone count is close). At least if it's from range, the team could save a clone (and if used multiple times multiple clones).
Dear gods, would you stop attempting to validate your point of view through blatant attempts at emotionalizing the discussion? If you don't want feedback on your idea don't put it on the forums. If you can't handle someone expressing a point of view other than your without name calling you need to grow a thicker skin. If you want to convince the devs (or anyone else) that you're idea is a good one making clear, concise arguments that back up your point of view is the way to go.
I don't wish death on my teammates. I also don't want them being griefed by point farmers and newbies. You're inability to look at something from another players point of view doesn't mean I think clones are cheap nor does it make me sick. It simply means I disagree with you for the reasons listed.
Smart/tactical players don't just rush in on the man down. He's down for a reason. You're correct, there isn't always time to check the entire area. That doesn't mean we should implement equipment that discourages situational awareness. Additionally when I get back to back to back deaths/revives it's usually because someone is more interested in points than in team work. How do I know? Because it usually happens while the fire fight is still going on, and my "corps" is right in the middle of it. All reviving me does is stack points for the person with the pig stick and the guy who re-drops me/the pig sticker (leaving my team down two players instead of one). Being a team player doesn't mean auto-reviving every downed it player. It means keeping the ones on their feet up while killing redberrys. IF it's safe and good for the team revive the man down, other wise let him rot.
Additionally.
You idea of a ranged injector with make many combat situations worse, reducing team effectiveness by preventing players from spawning at a more appropriate location where they actually have a chance at changing the flow of that fight. If the guy with the injector has to go into the fray to hit me, it forces him to be more tactically aware of the situation which is also of more benefit to my team. Newberry won't learn not to revive people in the crossfire if he can do it from behind a box. All he learns is that he can farm a large quantity of WP by stacking multiple ranged pig stickers and repeatedly hitting the poor guy in the middle of the kill box. |
Zunist Tae
Single Player Opps
31
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Posted - 2014.01.08 02:35:00 -
[5] - Quote
Samuel Zelik wrote: I'm not sure where I got emotional **snip**
Name calling is an attempt to evoke an unpleasant emotion response usually used when a valid counter argument isn't available. Repeatedly countering me with what amounted to you're sick and cynical boils down to name calling. If you have a valid point state it and I'll respond. Usually in a clear concise manner.
Samuel Zelik wrote: Neither do I; however, you're initial comment alluded to the fact that you did. **SNIP**
If that's how the comment came across it was unintentional. The intent was that if someone is farming me for points I want them to die. If they don't understand why they shouldn't revive me while my corps is lying in the middle of a gun fight I want them to die. Why? Because it teaches them what not to do. It has nothing to do with griefing my team, and everything to do with them learning a lesson.
Samuel Zelik wrote: Relating to the OP's idea on ranged revives and your comment about not wanting your teammates to be griefed (although, you still have not stated your opinion on said point farmers and blueberries being subject to the same treatment):
Griefing is griefing. I don't want them subjected to it anymore than I want to be subjected to it. It's more likely to drive players off than anything else.
Samuel Zelik wrote: I don't necessarily think this process of reviving presented by the OP would be abusive, since the proposed idea would have a charge up and cool down time **SNIP**
Cool down timer is both good and bad. It does help prevent griefing, however anyone who wishes to abuse it will simply pull out a logi and triple dip. (Look at shield/armor hardeners). If timers are extended the item becomes next to useless, or drives players to swap fits out (like they do with tanks) to beat the timer.
The concept is neat, I simply see it as far too easily abused. Additional thought, charge up time means you're useless to your squad for xxx time. I've played around with forge guns, and while they're powerful, your a giant waste of space while charging it up. Someone who can't shoot the enemy, repair his team, lob grenades feels more damaging than helpful.
Samuel Zelik wrote: I disagree; I think rushing a downed player or not is a valid tactical decision. Whenever I used to play Logi, I would constantly do this in open areas **SNIP**
(had to combine this section...forums told me I was over quoting)
**SNIP** Regarding you back-to-back death comment: should the player doing the reviving be part of a squad and earning WP towards an orbital, wouldn't making those revives be worth it? Even two revives means two less kills that squad would have to earn to get an orbital. Even if that person is more interested in the WP, to some extent it could help. The proposed ranged revive would no longer make that a problem because of the nature of it's charge/cooldown.
Smart, tactical thinking. You evaluated an open area before rushing in to hit your teammate. Unless I'm misunderstanding you don't do this where you can't make a tactical decision.
That sounds very much like the griefing/WP farming situation I'm specifically concerned about, which is likely to drive players from the game, not encourage them to stay and play.
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