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Myron Kundera
The Generals General Tso's Alliance
25
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Posted - 2014.02.11 16:51:00 -
[1] - Quote
I know people hate getting killed and raised by a random needle injector in the middle of a battle. Also, and i have experienced it myself, the farming mechanic where you get shot and raised continuosly by a blue and red dot in some matches. This would fix the issue i think:
Scenario 1: You get shot and your clone dies, no problem there since you cant get raised by needle injector.
Scenario 2: You get shot and your clone is down and dying. In this case, needle injector wont work UNLESS the player uses the "call for help" button, i think its "x". Therefore, you have a 10 second timer to call for help, if you dont call for help (meaning you dont press any button), after the 10 seconds pass your clone bleeds to death.
Scenario 3: Same as above, only difference is that when you DO call for help, meaning you press the "call for help" button in 10 seconds, the regular counter timer starts (i think its 30 seconds, not sure) for people to pick you up with a needle injector.
Problem solved.
Basically people will only get revived by the needle injector WHEN AND ONLY WHEN they press the "call for help button". If they dont press it in 10 seconds, you bleed to death. Still, you can always terminate your own clone to pick a fresh one or wait for a red dot to double tap you (which sometimes happens).
What do you think?
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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bamaboy27z
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
30
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Posted - 2014.02.11 16:57:00 -
[2] - Quote
Scenario 3 sounds like a really great idea to me. Or the no death until your clone bleeds out like I've seen on another thread. |
Martin0 Brancaleone
Maphia Clan Corporation
498
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Posted - 2014.02.11 17:16:00 -
[3] - Quote
i think that pressing start -> suicide if you are getting farmed is a good idea. |
Varjac Theobroma Montenegro
Omega Elite Mercs INC.
141
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Posted - 2014.02.11 17:28:00 -
[4] - Quote
Interesting
FAME
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Snail Super
Wraith Shadow Guards D.E.F.I.A.N.C.E
46
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Posted - 2014.02.11 17:56:00 -
[5] - Quote
Around May 7, 2013 (Don't remember the Dust version), CCP incorporated a feature that made it so the revive symbol would only show up when the downed merc pressed the call for help button. A mass confusion occurred and people were uninformed about this. Downed mercs didn't know that they had press the call for help button to inform medics that they needed assistance. An example scenario:
Downed Merc: "Crap, I'm downed. I'll just wait for a medic to come by and... oh here comes one now."
Nearby Medic: "All these bodies. No revive symbol, so I'll just keep going forward."
Downed Merc: "Wh-Where the hell are you going? Come back, I'm right here! HEY!" *Bleeds out*
Nearby Medic: *Walks right past*
People with injectors who got to witness a team mate die found out that the symbol no longer showed up so they hastily had to go to the body to revive. However, there was a problem in identifying which body was friendly or foe. An example scenario:
(Conversation happens through voice chat)
Downed Merc: "Hey I'm down at Charlie, can you pick me up?"
Medic: "Sure, I'll be there in... which body is yours?"
Downed Merc: "What are you talking about? Can't you see the revive symbol?"
Medic: *Injector in hand* "I can't... I'm pressing R1, but... is it this body? Maybe this one? WTF?!" *Gets killed by enemy gunfire*
Here is an example forum thread from way back in May of the frustration medics were having:
https://forums.dust514.com/default.aspx?g=posts&t=72994
And then a string of nanite injector problems occurs in subsequent patches and hotfixes. Long story short:
1. Revive symbol appears only when call for help is pressed, but made injectors useless. 2. Revive symbol makes a return without the call for help requirement, but ragdoll physics causes inaccurate revive locations. 3. Ragdoll physics disabled, revives working again. 4. Ragdoll physics gets reimplemented, revive symbol lingers even after downed merc bleeds out.
tldr: Don't ask CCP to (re)implement something when they need to fix something they already broken first.
SoonGäó
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Myron Kundera
The Generals General Tso's Alliance
26
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Posted - 2014.02.11 18:18:00 -
[6] - Quote
If the woking mechanics of the injector are broken, i agree that CCP needs to fix those first (1. Revive symbol appears only when all for help is pressed, but made injectors useless. 2. Revive symbol makes a return without the call for help requirement, but ragdoll physics causes inaccurate revive locations. 3. Ragdoll physics disabled, revives working again. 4. Ragdoll physics gets reimplemented, revive symbol lingers even after downed merc bleeds out), but the player not knowing that they have to press "call for help" to get raised by needle sounds just absurd, i mean, come on, its just pressing one button, im sure the word would roll around on forums and corps to the point that the mechanic will be well known. Its like people that are noob squad leaders and dont know how to put an orbital, what do you do? you ask around or learn from trial and error, so if a player cant figure out by himself or ask around or read forums how a mechanic works, well, then he doesnt deserve to get raised by a medic.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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Buster Friently
Rosen Association
1770
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Posted - 2014.02.11 20:14:00 -
[7] - Quote
Myron Kundera wrote:I know people hate getting killed and raised by a random needle injector in the middle of a battle. Also, and i have experienced it myself, the farming mechanic where you get shot and raised continuosly by a blue and red dot in some matches. This would fix the issue i think:
Scenario 1: You get shot and your clone dies, no problem there since you cant get raised by needle injector.
Scenario 2: You get shot and your clone is down and dying. In this case, needle injector wont work UNLESS the player uses the "call for help" button, i think its "x". Therefore, you have a 10 second timer to call for help, if you dont call for help (meaning you dont press any button), after the 10 seconds pass your clone bleeds to death.
Scenario 3: Same as above, only difference is that when you DO call for help, meaning you press the "call for help" button in 10 seconds, the regular counter timer starts (i think its 30 seconds, not sure) for people to pick you up with a needle injector.
Problem solved.
Basically people will only get revived by the needle injector WHEN AND ONLY WHEN they press the "call for help button". If they dont press it in 10 seconds, you bleed to death. Still, you can always terminate your own clone to pick a fresh one or wait for a red dot to double tap you (which sometimes happens).
What do you think?
I think that you shouldn't hurt your team by losing a clone just to try to pad your kdr. Raising a fallen clone in battle, even if they are immediately killed, is silk a net bonus to your team in terms of WP, and you potentially save the clone.
KDR, in the other hand, means nothing. |
Myron Kundera
The Generals General Tso's Alliance
27
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Posted - 2014.02.11 20:44:00 -
[8] - Quote
KDR is not the issue. The issue is to cut the endless kill/revive loop that sometimes happens ingame (by accident, when a sniper drops you and medic revives you and sniper just drops you again, or planned, when a red and blue dot farm you; suicide wont work cause it happens way to fast).
I see your point and you are right that giving points to the team and possibly saving a clone is better, BUT, if for some reason you need to change to another suit that will HELP your team at that moment, having a needle raise you without you wanting it HURTS the team too.
This happened to me ingame (example):
I was running a weak droplink suit and allready had them all down, i was far away from a supply depot but my droplinks were near the letter. I got dropped by a sniper and wanted to spawn closer to the letter we were protecting with my good suit cause it was getting hit hard, but then comes a blue berry medic and picks me up, just to get me killed again later for not having enough armor to survive the return to the letter. I guess i could have suicided myself again to get to the letter on my good suit but, why waste time with that if there could be a mechanic that allows me to chose wether i get picked up or not. If people protect the KDR thats another issue, good players help the team, but sometimes dying and respawning in a better suit is good for the team too.
It-¦s just the way i see it, sometimes i welcome a raise and sometimes i dont, but the utility of such and such varies, so it would be good to have the liberty to decide when, thats all.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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J4yne C0bb
Molon Labe. General Tso's Alliance
204
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Posted - 2014.02.11 21:35:00 -
[9] - Quote
Snail Super wrote:Around May 7, 2013 (Don't remember the Dust version), CCP incorporated a feature that made it so the revive symbol would only show up when the downed merc pressed the call for help button. A mass confusion occurred and people were uninformed about this. Downed mercs didn't know that they had press the call for help button to inform medics that they needed assistance. An example scenario: Downed Merc: "Crap, I'm downed. I'll just wait for a medic to come by and... oh here comes one now." Nearby Medic: "All these bodies. No revive symbol, so I'll just keep going forward." Downed Merc: "Wh-Where the hell are you going? Come back, I'm right here! HEY!" *Bleeds out* Nearby Medic: *Walks right past* People with injectors who got to witness a team mate die found out that the symbol no longer showed up so they hastily had to go to the body to revive. However, there was a problem in identifying which body was friendly or foe. An example scenario: (Conversation happens through voice chat) Downed Merc: "Hey I'm down at Charlie, can you pick me up?" Medic: "Sure, I'll be there in... which body is yours?" Downed Merc: "What are you talking about? Can't you see the revive symbol?" Medic: *Injector in hand* "I can't... I'm pressing R1, but... is it this body? Maybe this one? WTF?!" *Gets killed by enemy gunfire* Here is an example forum thread from way back in May of the frustration medics were having: https://forums.dust514.com/default.aspx?g=posts&t=72994And then a string of nanite injector problems occurs in subsequent patches and hotfixes. Long story short: 1. Revive symbol appears only when call for help is pressed, but made injectors useless. 2. Revive symbol makes a return without the call for help requirement, but ragdoll physics causes inaccurate revive locations. 3. Ragdoll physics disabled, revives working again. 4. Ragdoll physics gets reimplemented, revive symbol lingers even after downed merc bleeds out. tldr: Don't ask CCP to (re)implement something when they need to fix something they already broken first. Yeah, all of this. It would be better to implement a "Bleed Out" button if you are downed, to prevent medics from picking you up, rather than a "Call for help" button.
Min Logi | aka Punch R0ckgroin, Fatsuit
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