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Thread Statistics | Show CCP posts - 5 post(s) |
Thang Bausch
Pierrot Le Fou Industries
115
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Posted - 2014.04.28 12:00:00 -
[1] - Quote
Taeryn Frost wrote:"Deny revive" that's all I want
Typically, why do you not want to be revived? I play a medic logi frequently and am trying to improve when I revive people.
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Thang Bausch
Pierrot Le Fou Industries
115
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Posted - 2014.04.28 12:05:00 -
[2] - Quote
I'd like to see WP scale based on amount of armor replenished. Reviving with a basic/militia tool should get way less WP than reviving at 100% with Cal Loyalty Proto injector. That might decrease the amount of spamming. |
Thang Bausch
Pierrot Le Fou Industries
116
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Posted - 2014.04.28 12:11:00 -
[3] - Quote
Mikey The Bandaid wrote:CCP Rattati wrote:I just finally went to level 5 hives to get those sweet triages, so I can throw them on the ground, die, come back as a heavy and bask in the armor repping goodness.
Don't remember when I revived someone last though.
Now I also play BF4 and revive all the time, and they even nerfed WP per revive. So what is underlying fault of needles in your opinion?
I don't really think there are any faults of the needles themselves, I think the real problem comes with not being able to accept or deny the revive as the downed player. I LOVE how the BF series handles this feature (I think Killzone may also do the same thing) and I think Dust could really benefit from a feature like this. In short, add a feature where the "revivee" can get needled, and wait to accept the revive for a short period of time to make sure the area is somewhat clear so he doesn't get revived and instantly killed multiple times in a row by WP hungry noobs.
I'd prefer that the player has to actively request a revive for the icon to come up. I never try to revive a body unless it has the icon (and I can't imagine other people doing differently). If I run over to revive someone and they decline even though the situation is under control, I'd be really pissed. Sometimes the squad is moving the line forward with the push, leaving me with no other teammates in the area while I am reviving. I depend on the person I revive (and immediately rep) to team up with me while we move back into the group in case the enemy runs into me while they are trying to flank the group.
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Thang Bausch
Pierrot Le Fou Industries
119
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Posted - 2014.04.28 12:22:00 -
[4] - Quote
John Demonsbane wrote:CCP Logibro wrote:It makes me sad when people throw away their Nanite Injectors Then, uh, maybe fix them? I try to use needles, I really do, but either I get stuck with the needle (even if using o, rattati, nobody competent uses the wheel for that, silly dev), or it flat out just doesn't work. The lack of incentive to using higher tier needles is also really lame. I still use them, but many do not. Add thet to the tryhards who b!tch and b!tch and b!tch about my misguided attempt to actually help the team (*gasp*) harming their precious KDR and boy, sticking REs or a scanner on there instead sounds pretty good...
Yeah, the KDR obsession annoys me too. Some people care more about saving the money on their suit, others on their KDR. I can't know before I revive which kind of person they are and reviving with anything less than a Cal loyalty proto injector is risky because there could be a sniper that you don't know about or a scout could pop around a corner and uncloak.
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Thang Bausch
Pierrot Le Fou Industries
120
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Posted - 2014.04.28 12:54:00 -
[5] - Quote
Django Quik wrote:Thang Bausch wrote:Taeryn Frost wrote:"Deny revive" that's all I want Typically, why do you not want to be revived? I play a medic logi frequently and am trying to improve when I revive people. Never revive someone when there are still enemies around, especially if they're shooting anywhere near the body. Even more so if you're carrying the needle and they're shooting at you!
this generally makes sense and I generally try do wait until the fighting has died down. But absolutely no enemies around seems unrealistic. There are situations where I rep before all enemies are cleared out: - There are maps where if the immediate enemies are down and there is still some fighting going on down the corridor or around the corner, I still revive and immediately rep. A lot of the time, I can revive and rep them to full health or at least enough for them to get into cover (if they come under fire). This sometimes backfires on me, but it's a calculated risk. - When a good portion of my team is popping in and out of a piece of cover during an ambush match, I will run out revive and bring them into cover with my rep tool if there are a number of other team mates out of cover that are taking and giving fire. This is more risky, but I run with an adv injector so 50% shield and health on revive and its ambush so the win is all about clone count and I never dual revive. My success rate is lower on this one compared to the last scenario. - The other night I was playing a dom match and my team was successfully holding the position but the enemy was constantly flanking us and eating through our clones. I revived people here if there were no visible enemies that I could engage with using my CR and the body and me were not under fire (If I'm under fire, I get to cover or engage: I don't play the martyr). The majority of my revives were successful, but there were still a significant number that resulted in the patient dying.
With all that said, I sadly have been switching to my needle before I run over rather than run over with my gun and use the circle button; never thought about that making me a target. I'll have to change that habit. Little ashamed I never thought about this before.
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Thang Bausch
Pierrot Le Fou Industries
120
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Posted - 2014.04.28 13:00:00 -
[6] - Quote
The Eristic wrote:CCP Rattati wrote:While I am at it, what about sum of assists count as kills, I thought I noticed that in BF4 the other day I'd rather just see the assists listed on the end of match board. Seeing that someone went 10/25/5 is much more useful than 15/5, assuming, say, 5 assists = 1 kill. It tells me they may be an able suppressor or useful force multiplier or that with a little more SP or skill, they could become a quality slayer.
It'd be nice if kill assists contributed to KRD somehow. I don't care much about KDR (I pay attention to it to some degree but don't obsess on it), but it would more accurately reflect the team nature of this game.
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Thang Bausch
Pierrot Le Fou Industries
122
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Posted - 2014.04.28 18:37:00 -
[7] - Quote
Appia Nappia wrote:CCP Rattati wrote:I just finally went to level 5 hives to get those sweet triages, so I can throw them on the ground, die, come back as a heavy and bask in the armor repping goodness.
Don't remember when I revived someone last though.
Now I also play BF4 and revive all the time, and they even nerfed WP per revive. So what is underlying fault of needles in your opinion?
As long as EQ gives equal points for STD, ADV, and PRO. As long as Nanite Injectors give out more War Points than Intel Kill Assists there is a problem As long as there is no motherfucking "accept revive" option there is SOMETHING WRONG WITH THE WHOLE GAME
Reviving a clone (at least at higher armor repair rates as I mentioned in an earlier post) should get more points than an intel kill assist. Intel Kill assists frequently happen on enemies the team already knew were there.
I also want a request revive option rather than accept revive option. If no revive is requested, then that clone cannot be revived. All the risk should not be put on the logi. The dead clone makes a decision and has to stick with the results. If I get ambushed by a cloaked scout while reviving someone, then they have to stand up and fight with me.
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Thang Bausch
Pierrot Le Fou Industries
122
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Posted - 2014.04.28 18:39:00 -
[8] - Quote
BIind Shot wrote:Dj grammer wrote:CCP Rattati wrote:I just finally went to level 5 hives to get those sweet triages, so I can throw them on the ground, die, come back as a heavy and bask in the armor repping goodness.
Don't remember when I revived someone last though.
Now I also play BF4 and revive all the time, and they even nerfed WP per revive. So what is underlying fault of needles in your opinion?
The dirty needle or the god mode state wykromi needle will save you ISK when picked up but highly depending on how smart the logistics player is. The BIG NO NO for all logistics is to pick up down mercenaries while under heavy fire. It also depends on the player themselves. You should be aware of suit your picking up too. My min scout has 80 armor. Even if you have a 100% needle, my **** would be back in the dirt if they even sneezed in my direction.
I never thought to look. Great tip.
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Thang Bausch
Pierrot Le Fou Industries
122
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Posted - 2014.04.28 18:43:00 -
[9] - Quote
John Demonsbane wrote:Brush Master wrote:
- Give more WP for higher level injectors
- Add option to accept the revive where it displays a bleed out timer
- Assist points for a limited time after revive would be cool and promote injectors
- Fix the de-sync problems that are still around, bodies fall through areas, etc.
All good points, but #3 I really like and don't think I've seen proposed much: I would even say it would promote using injectors properly, if there's extra WP to be had by being sure the person survives, more people would consider when and where to do it. As it stands now you get the same reward whether or not the person survives so the incentive isn't there.
The WP for the revive could also be rewarded only if the clone survives so long after the revive.
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