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[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 15:03:00 -
[1] - Quote
Every time I'm running about with a big ass needle trying to stick it in peeps they bleed out or just give up on me. Dont go into the light dam you.
I could be the worst combat medic to grace a battlefield.
Or these are crap and peeps bleed out to soon.
How about another 5-10 secs on bleed out time plzmebbekthx |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 15:09:00 -
[2] - Quote
Well I might not be a great Medic, but I also am seeing the same thing. Either they are bleeding out too fast or players are just assuming the dropsuit running to them is attempting to teebag.
I know maybe with better communication the issue might be better handlled, but it still feels like people are releasing from that clone too quickly from bleed out.
Or am I and Sha Kharn the only ones trying to revive and this is a none issue? |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 15:13:00 -
[3] - Quote
Dude when you have the nanite injector equiped do you get wouned show up on the Hud or anything ? I find it hard to find them in the middle of all thats going on tbh. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 15:19:00 -
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hmm in BF3 you can see a player that has been downed. I am not sure in Dust at the moment. It would certainly be a nice feature for us Logistic mercs.
i mean if our suits can scan when our allies are running this way and that with an idea on which way they are facing, it should be able to show when an ally is downed.
OR
Maybe that feature could ONLY be available to Logistic suits. Would be a great asset for Logistic mercs and would give them the edge. Other drop suits can equip similar items, but having something unique to a Logistic suit would give them a better edge on Ally status. Maybe even add a feature or module that allows the little blips on the maps to change color depending on Armor situation.
Just some ideas. |
[Veteran_EnglishSnake]
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Posted - 2012.06.11 15:19:00 -
[5] - Quote
I never know if ther is one about tbh so i bleedout
Ther needs to be an indicator about on the radar or whatever so i dont bleedout |
[Veteran_fenrir storm]
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Posted - 2012.06.11 15:21:00 -
[6] - Quote
I'm sure most people just respawn because they arn't aware you can be revived |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 15:23:00 -
[7] - Quote
Yea I think this could be as simple as a HUD fix showing both wounded dude and the medic readouts. That way they guy missing a leg knows medic is on route or at least near and the medic can go find said missing leg.
Also Kor making the Logistic suit the only one with this Hud readout would be kinda cool cos atm its a bit of a lame suit for the SP and isk cost. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 15:29:00 -
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Sha Kharn Clone wrote:Yea I think this could be as simple as a HUD fix showing both wounded dude and the medic readouts. That way they guy missing a leg knows medic is on route or at least near and the medic can go find said missing leg.
Also Kor making the Logistic suit the only one with this Hud readout would be kinda cool cos atm its a bit of a lame suit for the SP and isk cost.
I completely agree. Right now I have an idea for a suit that will potential cost me about 80k per death. Knowing that I had unique abilities to revive and help out my fellow mercs would make it more appealing. Cuss right now I could have the general same set up with an Assault suit and be more offensive. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 15:42:00 -
[9] - Quote
Korrin Palentes wrote:Sha Kharn Clone wrote:Yea I think this could be as simple as a HUD fix showing both wounded dude and the medic readouts. That way they guy missing a leg knows medic is on route or at least near and the medic can go find said missing leg.
Also Kor making the Logistic suit the only one with this Hud readout would be kinda cool cos atm its a bit of a lame suit for the SP and isk cost. I completely agree. Right now I have an idea for a suit that will potential cost me about 80k per death. Knowing that I had unique abilities to revive and help out my fellow mercs would make it more appealing. Cuss right now I could have the general same set up with an Assault suit and be more offensive.
Well i think with the current build we are missing remote repair mods for your suit so when they are back In I hope this changes the logistics suit in a big way for you. But 80k a death atm just aint worth it like you say when you could just roll with an assult who can fail as a medic just as well. |
[Veteran_ShaggyPR]
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Posted - 2012.06.11 15:42:00 -
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fenrir storm wrote:I'm sure most people just respawn because they arn't aware you can be revived ^^^ This, didn't know that I could be revived. Usually I respawn quickly after dying. |
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[Veteran_Korrin Palentes]
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Posted - 2012.06.11 15:52:00 -
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I was afraid of that. Well if any of you have seen Killzone if you see a Helghast looking suit coming your way it should be to revive or aid you. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 15:54:00 -
[12] - Quote
Yea as long as you scream for it over coms and give very good directions to the medic so he can find you but you normaly bleed out b4 we get there. Even in my scout class I have only ever made it to one guy that asked for it on coms.
Defo needs some work. There has to be a really simple way (Coding wise) that wouldnt be too much haslte for the devs to sort this. We just need a simple elegant solution. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 15:57:00 -
[13] - Quote
Sha Kharn Clone wrote:Yea as long as you scream for it over coms and give very good directions to the medic so he can find you but you normaly bleed out b4 we get there. Even in my scout class I have only ever made it to one guy that asked for it on coms.
Defo needs some work. There has to be a really simple way (Coding wise) that wouldnt be too much haslte for the devs to sort this. We just need a simple elegant solution.
Agreed |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 16:10:00 -
[14] - Quote
So we have so far:
Extended bleedout time. Simple and easy to code i guess.
HUD for the medic/logistics suit and the wounded showing each others locations. More work for dev's but will have a massive impact making Nanite injectors viable
Nanite grenade Just throwing this one in. It could AOE revive but with no shields and maybe a few pixels of armor.
Letting everyone thats not a noob and actualy turns coms on know that you have a nanite injector equiped. Means that maybe one or two guys know you have them but they die anyway cos timers are so short meaning they watse 2 x as long out of the fight waiting for a fail medic thats lost on the otherside of a mountain and cant read a map let alone know which way is north. |
[Veteran_Kevalan]
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Posted - 2012.06.11 16:18:00 -
[15] - Quote
It needs to be unlinked from you trying to respawn. While you're in the menu, while you're choosing a dropsuit, and while you're in the 10 second spawn timer - you should still be revivable in game. In fact the 'dying' state is probably unnecessary, and the respawn timer should start a few seconds after you hit the ground, and should probably be a bit longer.
Get shot to 0 hp 2-3 seconds dying cam 20-30 second respawn timer begins Can now choose dropsuit and spawn location If nanite injector used in game, "Press [ ] to revive" pops up respawn timer ends "Press X to activate clone" pops up - if nanite injector was used, both options are available until you hit a button
Plus it needs to be clearly indicated when there's a medic nearby to other players, especially dying ones, and that there are dying players nearby to anyone carrying an injector. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 16:22:00 -
[16] - Quote
Kevalan wrote:It needs to be unlinked from you trying to respawn. While you're in the menu, while you're choosing a dropsuit, and while you're in the 10 second spawn timer - you should still be revivable in game.
Very very good point my man.
Your next clone could be getting prep'd for your mind while you wait for a medic there is no reason to have to wait for a medic then wait again for your clone. At the very least reduce the respawn timer by 0.5 x of the time you waited wounded.
Edit soz little reading fail on my side. Yea so your saying you dont actualy flatline when you hit respawn you just get ready for the next spawn and a medic can interupt this and pull you back into the fight ? |
[Veteran_Jack Boost]
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Posted - 2012.06.11 16:23:00 -
[17] - Quote
Medics... stay at pack :) Lonely wolfes always die alone... (atacking or ambushed). Medics dont run in places like this. To easy targest and packs need more care.
So: - 'indicator' that you want can be local only (maybe grow up with skill). - beter idea is that 'budy' can take your body away from 'heavy fire' to another calm place where medic can do magic... - 'crazy' idea nr 3:) - make ambulance module at dropships or buggies... they are fast, can carry corpses (sorry dropsuits) and can sustain heavy fire.
A lot of work :) |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 16:24:00 -
[18] - Quote
Sha Kharn Clone wrote:So we have so far:
Extended bleedout time. Simple and easy to code i guess.
HUD for the medic/logistics suit and the wounded showing each others locations. More work for dev's but will have a massive impact making Nanite injectors viable
Nanite grenade Just throwing this one in. It could AOE revive but with no shields and maybe a few pixels of armor.
Letting everyone thats not a noob and actualy turns coms on know that you have a nanite injector equiped. Means that maybe one or two guys know you have them but they die anyway cos timers are so short meaning they watse 2 x as long out of the fight waiting for a fail medic thats lost on the otherside of a mountain and cant read a map let alone know which way is north.
You know what could be an option. If a Dust player DOES go down, they could press one of the directional buttons on the D-pad or Button Pad to signal to a logistic suit that they need to be revived. This feature could be only available during the option to release or request to revive. So far it is "Circle" to release and we could have "Square" to request revive for example.
That way a Logistic suit would get the notice via their suit that "Sha Kharn" is dying and their "Life Support Request Signal" was located on the map with an icon. It would also allow other players to know that they could indeed be revived and all they have to do is request and wait. Also if you allow a timer on the downed suit they could advise via comms that they have X amount of time to get there. We could call it "Life Support Timer" which would indicate how much time they have until being revived is no longer an option and they just Auto Release.
Could even have a sort of Mass Effect multiplayer add where the downed player can press a certain button to keep himself alive for an extra period of time. The Default timer could be so long and the longer he continues to keep himself alive the faster the timer goes down. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 16:27:00 -
[19] - Quote
Sooo many good ideas in here. Will gather them all up and edit the OP after a few days more brainstorming in the hope a dev checks it out.
Keep it coming |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 16:31:00 -
[20] - Quote
Korrin Palentes wrote:[quote=Sha Kharn Clone]So we have so far: That way a Logistic suit would get the notice via their suit that "Sha Kharn" is dying and their "Life Support Request Signal" was located on the map with an icon. It would also allow other players to know that they could indeed be revived and all they have to do is request and wait. Also if you allow a timer on the downed suit they could advise via comms that they have X amount of time to get there. We could call it "Life Support Timer" which would indicate how much time they have until being revived is no longer an option and they just Auto Release.
Could even have a sort of Mass Effect multiplayer add where the downed player can press a certain button to keep himself alive for an extra period of time. The Default timer could be so long and the longer he continues to keep himself alive the faster the timer goes down.
Yea +1 on this.
Also I love the idea or draging the meatsacks outa hostile fire or throwing em on a LAV/dropship.
Again requires alot of dev work but hell why not.
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[Veteran_Korrin Palentes]
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Posted - 2012.06.11 16:36:00 -
[21] - Quote
Not sure about moving them out of hostile fire ONTO a drop ship. By that time they would have bled out. But moving them away a short distance would be an idea I'd put my name on. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 16:43:00 -
[22] - Quote
Yea perhaps we are getting a little over the top extending life.
Hmmm Now when someone goes down somtimes they are just dead and thats it cos they got swarmlauncherdz etc. What about the wounded? Can we take the extra few seconds and put two in the head of the wounded hostile to end it there and then ?
Lol would give the medics following up the team somthing to do as the squad push's forward. Cleaning up the remaining lifesigns..evil medic anyone?
Also anyone noticed the dead ? do they look different if they are just wounded? I know when i was wounded I was ok then a nade landed on me but coulnt tell if i had just bled out or if the nade finished me off. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 16:50:00 -
[23] - Quote
I agree that firing on a downed dropsuit should allow for death confirmation. Without the chance to revive. If I fire on downed enemies I notice that my crosshairs go red, so i assume that they are still concious. If you allow the cross hairs to go black or greyed out when over a dead body it might make it easier to distinguish between a downed soldier and a dead one.
Also it would be a good tactic for the chance to down a soldier and wait for a logistic dropsuit to come by to revive, then put two in the guy and start working on the medic. |
[Veteran_Doctor Spankit]
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Posted - 2012.06.11 16:52:00 -
[24] - Quote
This was a HUGE problem in mag the first... 6-8 months of the game (actually all 2.5 years but whatevs) It comes down to knowledge.
Players need to know that: 1: its possible to be picked up by teamates so they don't jsut bleedout. 2: someone close by can actually heal them, so they don't give up/lose hope that its going to happen. 3: how long it will be until they are automatically bled out so they know its still worth hanging on.
When they are knocked down, there needs to be an indicator that follows close by medics. Since you can't look around much while down, a moving icon on the screen that follows close by medics is VITAL. Even if you have never heard of a nanite injector... you know a big red cross means MEDIC.
You also need to make sure whatever training is there, it is brought up clearly to not bleedout... as well.... loadign screens should have important "tips" I know they are annoying to read every time... especially once you've put 100 hours nito the game... but new players are always going to be joining, especially in a f2p game. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 16:55:00 -
[25] - Quote
Korrin Palentes wrote: Also it would be a good tactic for the chance to down a soldier and wait for a logistic dropsuit to come by to revive, then put two in the guy and start working on the medic.
Evil sod lol
So when you were shooting a wounded it showed red for hits but did it then stop after a few rounds ? Arg wish servers were up so we could check this out. Still so much we dont know.
Edit: yea Doctor spankit I think it would be good if little tips got shown up as long as we have the option to disable. Its like in eve after a patch " Are you really sure you wish to shoot this person" YES damit let me fire da gunz ..then you dont have time to uncheck it and it keeps doing it to you. I guess we gota just keep telling peeps to hang on on coms and that help is coming lol |
[Veteran_sendeth]
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Posted - 2012.06.11 16:58:00 -
[26] - Quote
a good solution would be to make the spawn timer of 10 seconds start from the moment the player goes down. as it is, you go down, press o as fast as possible, wait 5 seconds or so for the laggy interface to take us back to the selection screen, pick a spawn point, wait another 5-10 seconds, pick your suit, wait another 5 seconds or so, then the 10 second timer starts, then it runs down and wait another 5-10 seconds, then finally back in the game 30 seconds to a minute later. as it is the player just hits bleed out because they already have to wait 10-50 seconds on top of the crappy mandatory 10 second timer just to get back in the game. make the spawn timer start the moment the player goes down and a lot of frustration would be removed from the game. it would also encourage people to wait to be revived. as it is spawning is the worst part of the game, second only to lag. |
[Veteran_sendeth]
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Posted - 2012.06.11 17:00:00 -
[27] - Quote
Doctor Spankit wrote:This was a HUGE problem in mag the first... 6-8 months of the game (actually all 2.5 years but whatevs) It comes down to knowledge.
Players need to know that: 1: its possible to be picked up by teamates so they don't jsut bleedout. 2: someone close by can actually heal them, so they don't give up/lose hope that its going to happen. 3: how long it will be until they are automatically bled out so they know its still worth hanging on.
When they are knocked down, there needs to be an indicator that follows close by medics. Since you can't look around much while down, a moving icon on the screen that follows close by medics is VITAL. Even if you have never heard of a nanite injector... you know a big red cross means MEDIC.
You also need to make sure whatever training is there, it is brought up clearly to not bleedout... as well.... loadign screens should have important "tips" I know they are annoying to read every time... especially once you've put 100 hours nito the game... but new players are always going to be joining, especially in a f2p game.
this gets my seal of approval |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 17:02:00 -
[28] - Quote
sendeth wrote:a good solution would be to make the spawn timer of 10 seconds start from the moment the player goes down..
+9000 I cant rep you hard enuf right now
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[Veteran_Nova Knife]
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Posted - 2012.06.11 17:12:00 -
[29] - Quote
Some things about revives you may not know :
- Headshots, melee, explosives, vehicle weapons, forge guns all render someone unrevivable - Shooting someone 'downed' in the head a couple times will force bleedout. - You only get points for reviving the same person once, in the same life. If they die and actually respawn, you can get points for them again. - Downed people show up on the HUD as a solid triangle, similar to the dropship icon. - Revived players get revived with very low armor and no shields.
Now, to the above posts. Someone mentioned an AOE 'revive grenade'. This is a terrible idea. Revives are bad enough as it is. Making it unncessary for people to put themselves in danger to revive makes it broken and defeats the point of the nanite injector having a 3-4 second animation.
As for a HUD element showing nearby medics, this should only appear when you are alive. You should have very limited intel when you are bleeding out. If you're not talking to the dude on mic, you shouldn't know he is there. If you know there is medics in your game, stay close to them during the battle, and don't bleedout. Generally, you should know when you have buddies nearby anyways, that's called situational awareness, and if you don't have that as a FPS player then... But I digress. If you have friends nearby who are not on comms, don't bleedout right away. It's that simple.
People need to realize that there is no classes in dust. There is no specific 'medics'. Anyone can use pretty much anything in Dust, even if it boggles the mind as to why. Nanite Injectors are not even the primary 'healing' option. They are an 'oops' button that cheapens death. You want to play a medic? Pick up a repair tool. If you do your job well, you can turn anyone into a juggernaut. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 17:12:00 -
[30] - Quote
I like adding tips into the game. |
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[Veteran_Cong Zilla]
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Posted - 2012.06.11 17:14:00 -
[31] - Quote
I bleed out without even thinking about it now because no one has ever tried saving me. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 17:16:00 -
[32] - Quote
Cong Zilla wrote:I bleed out without even thinking about it now because no one has ever tried saving me.
I'd save you.
Unless you were the enemy... then I'd reload before trying "different" medical. practices. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 17:28:00 -
[33] - Quote
Nova Knife wrote:Some things about revives you may not know :
- Headshots, melee, explosives, vehicle weapons, forge guns all render someone unrevivable - Shooting someone 'downed' in the head a couple times will force bleedout. - You only get points for reviving the same person once, in the same life. If they die and actually respawn, you can get points for them again. - Downed people show up on the HUD as a solid triangle, similar to the dropship icon. - Revived players get revived with very low armor and no shields. .
Thanks for this very helpful from now on I will be finishing everyone off that i see. Also will be hunting about for triangles \o/
Nova Knife wrote: Now, to the above posts. Someone mentioned an AOE 'revive grenade'. This is a terrible idea. Revives are bad enough as it is. Making it unncessary for people to put themselves in danger to revive makes it broken and defeats the point of the nanite injector having a 3-4 second animation.
Yes its one of my more ******** ideas
Nova Knife wrote:
People need to realize that there is no classes in dust. There is no specific 'medics'. Anyone can use pretty much anything in Dust, even if it boggles the mind as to why. Nanite Injectors are not even the primary 'healing' option. They are an 'oops' button that cheapens death. You want to play a medic? Pick up a repair tool. If you do your job well, you can turn anyone into a juggernaut.
Yes I think we all know there are no classes but that dont stop peeps trying to fill a specific role much like in eve. Also where the hell are these repair tools cos i dont see none no sir i dont humph. Maybe in the next build I guess.
Still peeps bleed out too quick and the respawn timer is a major issue. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 17:32:00 -
[34] - Quote
I'll keep an eye out for downed allies. Hopefully they stay long enough for a revive. |
[Veteran_Chinduko Okudnihc]
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Posted - 2012.06.11 17:35:00 -
[35] - Quote
Yes, the battlefield medic needs an easier time reviving wounded. Otherwise why even have nanite injectors that you won't be able to use. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 17:37:00 -
[36] - Quote
Chinduko Okudnihc wrote:Yes, the battlefield medic needs an easier time reviving wounded. Otherwise why even have nanite injectors that you won't be able to use.
Just keep an eye out for Sha Kharn and if you see him coming to you to confirm the kill, just release. |
[Veteran_ConfidingBullet]
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Posted - 2012.06.11 17:38:00 -
[37] - Quote
Jack Boost wrote:Medics... stay at pack :) Lonely wolfes always die alone... (atacking or ambushed). Medics dont run in places like this. To easy targest and packs need more care.
So: - 'indicator' that you want can be local only (maybe grow up with skill). - beter idea is that 'budy' can take your body away from 'heavy fire' to another calm place where medic can do magic... - 'crazy' idea nr 3:) - make ambulance module at dropships or buggies... they are fast, can carry corpses (sorry dropsuits) and can sustain heavy fire.
A lot of work :)
I've had plenty of success as a medic not being a ***** and hiding behind the front line. Some of my most rewarding work has been setting up mini bases and moving the front line up to an objective that we take because I have drop uplinks, nanohives and me reviving people right on an objective.
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[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 17:38:00 -
[38] - Quote
Chinduko Okudnihc wrote:Yes, the battlefield medic needs an easier time reviving wounded. Otherwise why even have nanite injectors that you won't be able to use.
See Nova plenty others think it needs some work.
Is this why you use a dropship all the time dont like seeing peeps come back to life ? |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 17:41:00 -
[39] - Quote
Sha Kharn Clone wrote:Chinduko Okudnihc wrote:Yes, the battlefield medic needs an easier time reviving wounded. Otherwise why even have nanite injectors that you won't be able to use. See Nova plenty others think it needs some work. Is this why you use a dropship all the time dont like seeing peeps come back to life ?
hmm.. Shot in the head.. or crushed by a dropship. Choices choices. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 17:41:00 -
[40] - Quote
ConfidingBullet wrote:Jack Boost wrote:Medics... stay at pack :) Lonely wolfes always die alone... (atacking or ambushed). Medics dont run in places like this. To easy targest and packs need more care.
So: - 'indicator' that you want can be local only (maybe grow up with skill). - beter idea is that 'budy' can take your body away from 'heavy fire' to another calm place where medic can do magic... - 'crazy' idea nr 3:) - make ambulance module at dropships or buggies... they are fast, can carry corpses (sorry dropsuits) and can sustain heavy fire.
A lot of work :) I've had plenty of success as a medic not being a ***** and hiding behind the front line. Some of my most rewarding work has been setting up mini bases and moving the front line up to an objective that we take because I have drop uplinks, nanohives and me reviving people right on an objective.
Ahh another logistic suit well met and have a brohoof.
Cant asci art brohoof or mods get mad about ponys |
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[Veteran_Bob Deorum]
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Posted - 2012.06.11 17:44:00 -
[41] - Quote
ya the biggest issue with this is not that they injectors suck it is that every player just re spawns because they cannot see a logi on the map and have no idea there are any around. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 18:03:00 -
[42] - Quote
Bob Deorum wrote:ya the biggest issue with this is not that they injectors suck it is that every player just re spawns because they cannot see a logi on the map and have no idea there are any around.
Be nice to have others know that we are around. |
[Veteran_Cantus]
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Posted - 2012.06.11 18:06:00 -
[43] - Quote
As a logistics player I must point out that, as others have mentioned, the human aspect that causes the nanite injectors to not be useful.
Players, particularly those who spent years playing first person shooters, have been conditioned for a long time to get use to giving up so quickly when they bleed out. Of course, some do train themselves to rely on medics to back them up, but I have my doubts about how often to run into them.
I have played games like Call of Duty and Battlefield for years and almost every time I am bleeding out I never see anyone try to rescue me. Very rarely do I see them come and help. Even if they are available, there are just too few of them and too many of us bleeding soldiers to tend to. So I just learned to give up on the bleed out and just hit "respawn".
However, when DUST 514 came out in Beta, I decided that now is the time to set the example and encourage players to stay alive as long as possible for the medics and try to stick together with the logistics merc. This is because DUST 514 will be primarily team driven if you wish to fight in epic battles that will tip the balance of power in Eve Online.
In Eve Online, the logistics ships are given strict orders from the fleet commander to only repair key ships in the heat of a battle as they use a tactic known as "spider tanking" to help each other out in case they are attacked by a squad of ships that plan on destroying the logis.
As a result of such a team-driven climate, those players that have gotten use to just hitting "respawn" rather than wait for a medic to revive them or logistics guy to help repair their damaged tank will soon learn to appreciate the importance of having such a player in their team and how important it will be to communicate and at least wait for them to come to the rescue (assuming they haven't been critically injured - at that point, you can't be saved).
Until players learn to appreciate the need to work together, quit the lone-wolf BS, and stop giving up to easily on the bleed out, the logistics will always be regarded as an under-appreciated profession. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 18:12:00 -
[44] - Quote
Yep wut cantus said.
BTW spider tanking the tanks works well we found. Well untill some noob gets stuck on a wall and you all get stuck. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 18:23:00 -
[45] - Quote
Cantus wrote:As a logistics player I must point out that, as others have mentioned, the human aspect that causes the nanite injectors to not be useful.
Players, particularly those who spent years playing first person shooters, have been conditioned for a long time to get use to giving up so quickly when they bleed out. Of course, some do train themselves to rely on medics to back them up, but I have my doubts about how often to run into them.
I have played games like Call of Duty and Battlefield for years and almost every time I am bleeding out I never see anyone try to rescue me. Very rarely do I see them come and help. Even if they are available, there are just too few of them and too many of us bleeding soldiers to tend to. So I just learned to give up on the bleed out and just hit "respawn".
However, when DUST 514 came out in Beta, I decided that now is the time to set the example and encourage players to stay alive as long as possible for the medics and try to stick together with the logistics merc. This is because DUST 514 will be primarily team driven if you wish to fight in epic battles that will tip the balance of power in Eve Online.
In Eve Online, the logistics ships are given strict orders from the fleet commander to only repair key ships in the heat of a battle as they use a tactic known as "spider tanking" to help each other out in case they are attacked by a squad of ships that plan on destroying the logis.
As a result of such a team-driven climate, those players that have gotten use to just hitting "respawn" rather than wait for a medic to revive them or logistics guy to help repair their damaged tank will soon learn to appreciate the importance of having such a player in their team and how important it will be to communicate and at least wait for them to come to the rescue (assuming they haven't been critically injured - at that point, you can't be saved).
Until players learn to appreciate the need to work together, quit the lone-wolf BS, and stop giving up to easily on the bleed out, the logistics will always be regarded as an under-appreciated profession.
Def not going to be an easy road for us. But I'll keep at it.
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[Veteran_Musta Tornius]
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Posted - 2012.06.11 19:38:00 -
[46] - Quote
Didn't read all the replies but Killzone 2 handled it very elegantly by showing dying team mates as small crosses on the minimap and any medic in the vicinity saw them. Likewise the dying soldiers saw any medics in the vicinity as different crosses letting them decide if it was worth waiting or instantly re-spawning.
Edit: Ment to say that atm there is no way of knowing if any team mates around you have a nanite injector so I assume people just instantly re-spawn when downed. |
[Veteran_JAG]
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Posted - 2012.06.11 20:06:00 -
[47] - Quote
yah, I think this will improve as people join corps, talk on comms, and get to know each other better. I do think the bleed-out is too short at the moment. with the way strafe fights go, it could be a minute before the area is secure enough to do the injector. also, if the enemy holds the area you are waiting to be revived in, they should be able to pump you full of bullets to speed you on your way.. |
[Veteran_Nom Lemming]
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Posted - 2012.06.11 20:09:00 -
[48] - Quote
Without comms no-one can hear you scream!
Alot of peeps on Dust seem to not use a mic so they can't communicate intel or hear those few medics telling them to not re-spawn... I heard one once but I'd been hit by a mini-gun, a grenade AND a tank and re-spawned anyway. I didn't even know it was possible in Dust to revive a downed player until then, but after that battle I didn't hear anyone on comms for about 20 battles and then the one after wasn't a medic / logi guy... they were a tank driver.
The biggest issue with medic right now is lack of people on comms. Once more get a headset you might see people using intel, waiting to be revived instead of re-spawning to get back into the fight as fast as they can rather than waiting for someone to arrive who may or may not be able to help them. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 20:10:00 -
[49] - Quote
I say treat them like zombies and confirm the kill. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 20:30:00 -
[50] - Quote
Prob is all my lot are on mumble together but we are always split across the teams so every time I get directions to a wounded corpie some other wanker in my corp is waiting for me. Guess we gona have to swich to ingame fail coms once the battle starts but this takes away from being able to troll your buddys when you facerape them. In game coms is soo bad tho and after a few hours you feel like your the one needing a medic. |
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[Veteran_JAG]
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Posted - 2012.06.11 20:36:00 -
[51] - Quote
Sha Kharn Clone wrote:Prob is all my lot are on mumble together but we are always split across the teams so every time I get directions to a wounded corpie some other wanker in my corp is waiting for me. Guess we gona have to swich to ingame fail coms once the battle starts but this takes away from being able to troll your buddys when you facerape them. In game coms is soo bad tho and after a few hours you feel like your the one needing a medic.
Hey Sha Karn. I heard you on comms once. I don't have a mic but I heard you complaining about me kill stealing.. haha. Hope to see you in-game more, as you're a good person to follow around and get easy kills.. Cheers.
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[Veteran_Korrin Palentes]
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Posted - 2012.06.11 20:38:00 -
[52] - Quote
lol I do the same to him. |
[Veteran_Zan'aar Nexhawk]
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Posted - 2012.06.11 20:38:00 -
[53] - Quote
In my personal experience, I've never met a single merc in a Logistics suit running around the battlefield; maybe several logistic LAVs, but not humans. And when you don't know who carries nanite injector and who doesn't, it is really hard to figure. Especially at times when I die somewhere and find out that one of our defense relays is getting hacked, I surely want to respawn as quickly as possible to run there and get the location back, instead of waiting for a medic, which may probably end fruitlessly. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 20:45:00 -
[54] - Quote
JAG wrote:Sha Kharn Clone wrote:Prob is all my lot are on mumble together but we are always split across the teams so every time I get directions to a wounded corpie some other wanker in my corp is waiting for me. Guess we gona have to swich to ingame fail coms once the battle starts but this takes away from being able to troll your buddys when you facerape them. In game coms is soo bad tho and after a few hours you feel like your the one needing a medic. Hey Sha Karn. I heard you on comms once. I don't have a mic but I heard you complaining about me kill stealing.. haha. Hope to see you in-game more, as you're a good person to follow around and get easy kills.. Cheers.
Lolz you parisites :) hehe will try and get on ingame coms some more its cool meeting peeps
But yea Zan thats why we are saying let the respawn time count down as soon as you are wounded. This way peeps will be happy to sit there missing some fingers till the medics come and make eveeryfing better. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.11 20:47:00 -
[55] - Quote
Yeah i agree. I've personally run in a Logistic suit. When people see me in one they usually stay around me. I wish my movement speed was a bit better since I move at a 4.5 right now. |
[Veteran_fenrir storm]
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Posted - 2012.06.11 20:47:00 -
[56] - Quote
All you need is a simple icon above the body of the injured and show it on the map should be easy to implement problem of where they are solved. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 20:50:00 -
[57] - Quote
fenrir storm wrote:All you need is a simple icon above the body of the injured and show it on the map should be easy to implement problem of where they are solved.
Well Nova Knife said wounded are shown as a triangle or some thing which is fail cos no doubt when the medic gets there he finds a dropship with a pilot going "nah im fine bro now take that needle away from me k) |
[Veteran_JAG]
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Posted - 2012.06.11 21:21:00 -
[58] - Quote
Sha Kharn Clone wrote:fenrir storm wrote:All you need is a simple icon above the body of the injured and show it on the map should be easy to implement problem of where they are solved. Well Nova Knife said wounded are shown as a triangle or some thing which is fail cos no doubt when the medic gets there he finds a dropship with a pilot going "nah im fine bro now take that needle away from me k)
ahhh. ok. i think i've seen these triangles on the mini map - they are solid triangles though.. vs. the empty triangles that are drop ships? either way.. that needs to be changed. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 21:26:00 -
[59] - Quote
Yep its not like a red cross is so hard right ? |
[Veteran_Bob Deorum]
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Posted - 2012.06.11 22:02:00 -
[60] - Quote
Sha Kharn Clone wrote:Yep wut cantus said.
BTW spider tanking the tanks works well we found. Well untill some noob gets stuck on a wall and you all get stuck.
I heard it sucked becuase you could not shoot anything because targeting was a bit off right now.
I wish we had a legend telling use what all the symbles mean haha, sometimes I turn the corner thinking there is a tank but it turns out to be a heavy guy hahaha what the hell |
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[Veteran_Nova Knife]
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Posted - 2012.06.11 22:09:00 -
[61] - Quote
Sha Kharn Clone wrote:Nova Knife wrote:Some things about revives you may not know :
- Headshots, melee, explosives, vehicle weapons, forge guns all render someone unrevivable - Shooting someone 'downed' in the head a couple times will force bleedout. - You only get points for reviving the same person once, in the same life. If they die and actually respawn, you can get points for them again. - Downed people show up on the HUD as a solid triangle, similar to the dropship icon. - Revived players get revived with very low armor and no shields. . Thanks for this very helpful from now on I will be finishing everyone off that i see. Also will be hunting about for triangles \o/ Nova Knife wrote: Now, to the above posts. Someone mentioned an AOE 'revive grenade'. This is a terrible idea. Revives are bad enough as it is. Making it unncessary for people to put themselves in danger to revive makes it broken and defeats the point of the nanite injector having a 3-4 second animation.
Yes its one of my more ******** ideas Nova Knife wrote:
People need to realize that there is no classes in dust. There is no specific 'medics'. Anyone can use pretty much anything in Dust, even if it boggles the mind as to why. Nanite Injectors are not even the primary 'healing' option. They are an 'oops' button that cheapens death. You want to play a medic? Pick up a repair tool. If you do your job well, you can turn anyone into a juggernaut.
Yes I think we all know there are no classes but that dont stop peeps trying to fill a specific role much like in eve. Also where the hell are these repair tools cos i dont see none no sir i dont humph. Maybe in the next build I guess. Still peeps bleed out too quick and the respawn timer is a major issue.
Normally I'd snip the quotes, but- I felt like re-iterating most of it anyways.
As for the repair tools - They are currently available on the aurum logistics suits by default, as there was an oversight when they removed them from the market and other suits. If you've got aurum, check them out! |
[Veteran_Bzeer]
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Posted - 2012.06.11 22:11:00 -
[62] - Quote
If the hud indicates a MEDIC capable person is around, or I knew one was near me through comms, I would stay dead longer. The HUD needs to provide more info like who is currently in death mode, needing ressurecting, and who can provide that. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 22:50:00 -
[63] - Quote
Sadface cos i spent all my aurm on dancing girls no logistics for me.
Well its good to see so many wanting some medics behind em perhaps the devs can make it a little better. |
[Veteran_Boss Dirge]
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Posted - 2012.06.11 23:06:00 -
[64] - Quote
Sha Kharn Clone wrote:Sadface cos i spent all my aurm on dancing girls no logistics for me.
Well its good to see so many wanting some medics behind em perhaps the devs can make it a little better.
You have killed me enough times for me to want a medic that's for sure. |
[Veteran_KEQ Chinduko]
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Posted - 2012.06.12 02:08:00 -
[65] - Quote
The only thing I can think of that would change how the medic works is verbal communication such as when working with a team or better yet a corporation. If CCP doesn't make it easier for a medic to spot a downed player or a downed player spot a medic, teamwork is all you have.
You'd have to either stay with your squad/team or be able to vocally communicate your location. This likely won't work well with randoms and especially if those randoms aren't using microphones.
The only other thing is that the bleed out may be too fast, but I can't recall since I press circle asap on most occasions.
The only time I was revived was followed by death in a split second. I don't know that you are revived at full or reduced life or if the medic simply had weak injectors, that is if better injectors allow revives at more to full health. |
[Veteran_Mal Virrima]
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Posted - 2012.06.12 04:43:00 -
[66] - Quote
+1 on this thread. Devs need to fix this bad |
[Veteran_Templar Two]
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Posted - 2012.06.12 07:10:00 -
[67] - Quote
Nova Knife wrote: People need to realize that there is no classes in dust. There is no specific 'medics'. Anyone can use pretty much anything in Dust, even if it boggles the mind as to why. Nanite Injectors are not even the primary 'healing' option. They are an 'oops' button that cheapens death. You want to play a medic? Pick up a repair tool. If you do your job well, you can turn anyone into a juggernaut.
We can choose a role in Dust 514. That section isn't yet available in the menu but I am confident that we will find all kinds of roles, medics included. |
[Veteran_Heinikikin]
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Posted - 2012.06.12 08:02:00 -
[68] - Quote
hmm how about nanite injectors turn you into a walking timebomb.
Nah just kidding, kinda...
Anyway Im not too keen on reviving fallen dusties. Life is cheap for us. Falling to a forge gun would kill a lot of your gear etc. It seems waaaayyyy too cheesy. |
[Veteran_fenrir storm]
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Posted - 2012.06.12 10:07:00 -
[69] - Quote
Oh for the want of a couple of tutorial videos. |
[Veteran_Korrin Palentes]
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Posted - 2012.06.12 13:02:00 -
[70] - Quote
KEQ Chinduko wrote:
The only time I was revived was followed by death in a split second. I don't know that you are revived at full or reduced life or if the medic simply had weak injectors, that is if better injectors allow revives at more to full health.
Revives put you at low armor, higher level Nanite Injectors increase the amount of armor restored. |
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[Veteran_Sha Kharn Clone]
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Posted - 2012.06.12 14:59:00 -
[71] - Quote
Anyone tested the high level ones? First medical patch ups i have done peeps are very sadface about how low armor is but thats as it should be for my lvl 1 rubbish injector. |
[Veteran_Ely Enkouyami]
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Posted - 2012.06.13 01:34:00 -
[72] - Quote
Double thread bump https://forums.dust514.com/default.aspx?g=posts&t=20528&find=unread |
[Veteran_Buzzwords]
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Posted - 2012.06.13 02:10:00 -
[73] - Quote
i'm surprised there ISN'T a skill for bleedout time... there's a skill for everything else.
a 1X skill that adds 2-3 seconds to your bleed out per level seems perfectly reasonable.
and then obviously some hud changes to just make the injectors more user friendly. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.13 19:28:00 -
[74] - Quote
Yep not a bad idea. Like personal truma managment skill or somthing. |
[Veteran_Boundless Blue]
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Posted - 2012.06.20 18:01:00 -
[75] - Quote
I would also like a context-aware button prompt for reviving players. Now you have to switch from the main weapon to nanite injectors. It's so tedious and slow I never managed to revive anyone yet.
Also - better HUD indicators indeed! |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.20 18:52:00 -
[76] - Quote
I finaly got some one back on their feet I was so happy. Then they said "wtf man I needed to swich out to a heavy suit" Think I shall hang up the medic armband. |
[Veteran_Kori Hare]
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Posted - 2012.06.20 19:10:00 -
[77] - Quote
Sha Kharn Clone wrote:
Nanite grenade Just throwing this one in. It could AOE revive but with no shields and maybe a few pixels of armor.
I like all of the ideas but I really like this one^^^^^^ That would be awesome. |
[Veteran_Debo Galaxy]
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Posted - 2012.06.21 06:13:00 -
[78] - Quote
I feel they need 4 things to make medics viable.
1. down mercs need to be bale to look around while they are in the bleeding out stage. This way they can look around for a medic. 2. while mercs are in bleeding out stage they can see all players who have nanite injectors and how far away they are. ( kinda how the game that shall not be named did it) so you know if it's worth waiting for a revive 3. Allow medics to see who is down with an icon different from other icons. Like cross or square, basically something different than what a tank or dropship shows up as. 4. A respawn button ( O ) and then a second option to call for a medic so right off the bat players know they can actually be revived. |
[Veteran_RolyatDerTeufel]
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Posted - 2012.06.21 06:19:00 -
[79] - Quote
Debo Galaxy wrote:I feel they need 4 things to make medics viable.
1. down mercs need to be bale to look around while they are in the bleeding out stage. This way they can look around for a medic. 2. while mercs are in bleeding out stage they can see all players who have nanite injectors and how far away they are. ( kinda how the game that shall not be named did it) so you know if it's worth waiting for a revive 3. Allow medics to see who is down with an icon different from other icons. Like cross or square, basically something different than what a tank or dropship shows up as. 4. A respawn button ( O ) and then a second option to call for a medic so right off the bat players know they can actually be revived.
they are changing it to suicide button, fyi :P kinda helps keep people from finishing themselves off.
But i like your suggestions. |
[Veteran_Gollas Gentralde]
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Posted - 2012.06.21 08:15:00 -
[80] - Quote
fenrir storm wrote:I'm sure most people just respawn because they arn't aware you can be revived
Indubitably. Did not know. |
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