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Logi Bro
ZionTCD Legacy Rising
836
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Posted - 2012.08.18 06:41:00 -
[1] - Quote
First off, let me say this new nanite injector system is about 2 billion times better than the old one, but saying that is similar to saying drinking your own urine is better than eating someone else's sh*t. It may be true, but that's not really a great upgrade... As an actually DEDICATED Logistics player (as opposed to idiots that run around behind people with nothing but a syringe waiting for them to die) I am constantly being either trolled by the mechanics of the reviving system, or by the people that need reviving. Seems like every 1/3 people will suicide when I get two feet from them, another 1/3 it seems my syringe just doesn't work, leaving me with a 33% success rate of actually reviving someone. ALL that CCP needed to do was make the waiting period while lying half-dead on the floor ACTUALLY mandatory. They said it would be mandatory (at least, that's what I read), but people can simply opt out of waiting instead of just letting it take out of their spawn wait period. And, to be completely honest, I doubt it's even their fault. After getting used to the last build people just instantly press circle as soon as they go into bleed-out. The least CCP could of done was change the button around so: CIRCLE=Call for help and SQUARE=Suicide This would of at least given players a chance to think after instantly mashing O upon death.
Also, I have found an couple of errors with the reviving system. If someone dies on the side of a mountain, then their body will slide down the side, but you can't revive them by stabbing their body, but you instead have to find the now empty area where they died at. The other error is that you can't just stab them from any direction, you instead have to spin around their body a few times waiting for the revive prompt to come up, which can get you killed, or make the guy you are trying to revive suicide in frustration of watching my stupid ass spinning around.
BTW, I am posting this HERE and not in Feedback/Requests just to see what people think of this. |
gangsta nachos
Osmon Surveillance Caldari State
377
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Posted - 2012.08.18 06:52:00 -
[2] - Quote
well in my opinion they need to scrap the nanite injector but its prob too late. Im sure they will work out the bugs to make it better. I think to revive someone it should be a nanite grenade or not really a grenade but something you throw on the downed person maybe similar to the re's throw it down and activate it with the cortex. It would work like a nano hive where once it activates it brings up the dome and the nanites go to work on the revive.
Edit: Or a remote injector you throw down and activate via the cortex |
Debacle Nano
Shadow Company HQ
639
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Posted - 2012.08.18 06:54:00 -
[3] - Quote
Also, I can see people calling for assistance all the way across the map lol |
Cliffpuncher
Tronhadar Free Guard Minmatar Republic
6
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Posted - 2012.08.18 06:54:00 -
[4] - Quote
My biggest problem is the angle that you need to be at to revive someone. I can be standing right on top of them, but can't revive them because the prompt still hasn't shown up. And on the frontlines, that kind of thing can be critical. I need to be able to get my syringe out quickly and get them back into the fight quickly, but instead I have to stand around figuring out how to get the prompt to show up.
Half the time, it gets me sniped/shot because I'm focusing on that, and not on my radar/surroundings, which can be clear one second--when I reach the downed teammate--and perilous the next. |
Trinity Ashima
Sanmatar Kelkoons Minmatar Republic
32
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Posted - 2012.08.18 07:01:00 -
[5] - Quote
Logi Bro wrote: Seems like every 1/3 people will suicide when I get two feet from them, another 1/3 it seems my syringe just doesn't work, leaving me with a 33% success rate of actually reviving someone. .
It's more likely they have bled out, it doesn't take all that long for it to happen. It's frustrating that the default militia logi has no way to heal people. |
Ayures II
33
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Posted - 2012.08.18 07:04:00 -
[6] - Quote
Cliffpuncher wrote:My biggest problem is the angle that you need to be at to revive someone. I can be standing right on top of them, but can't revive them because the prompt still hasn't shown up. And on the frontlines, that kind of thing can be critical. I need to be able to get my syringe out quickly and get them back into the fight quickly, but instead I have to stand around figuring out how to get the prompt to show up.
Half the time, it gets me sniped/shot because I'm focusing on that, and not on my radar/surroundings, which can be clear one second--when I reach the downed teammate--and perilous the next. This! We need to be able to stick people from anywhere and maybe a little further away. |
Brick Schitthawse
Crux Special Tasks Group Gallente Federation
17
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Posted - 2012.08.18 07:07:00 -
[7] - Quote
I think the nanite injector should change to something like the Rep tool or the med tool like in Killzone. You whip it out, point it at the poor victim hit the button and zap back up.
Higher tier resuss tools give back more health and armour naturally and have better range. |
Rorek IronBlood
ZionTCD Legacy Rising
746
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Posted - 2012.08.18 07:12:00 -
[8] - Quote
KILLZONE2 introduced a pretty neat way in which to revive people, but blue pixie dust is where it is at.
No, but seriously I would not mind seeing CCP change the bleed out from circle to box. Sounds like a decent idea and it would make players think a second -- most anyway -- before they mashed the circle button out of habit. CCP did however put in a notification system that alerts the fallen to nearby medics whom can revive them. However I feel that maybe CCP should voice this message in-game. As it stands where it is placed many players may have not even noticed it. Needs to be more center of screen and voiced, but that is perhaps my opinion. |
BlacMage
Royal Uhlans Amarr Empire
59
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Posted - 2012.08.18 07:16:00 -
[9] - Quote
Trinity Ashima wrote:Logi Bro wrote: Seems like every 1/3 people will suicide when I get two feet from them, another 1/3 it seems my syringe just doesn't work, leaving me with a 33% success rate of actually reviving someone. .
It's more likely they have bled out, it doesn't take all that long for it to happen. It's frustrating that the default militia logi has no way to heal people.
My militia logi has a nanoinjector. I bought the militia injector which is a BPO and use that every time. It is a beast on CPU needed, but it is "Free" every round. |
Kar Kanos
Einherjar Outfit
2
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Posted - 2012.08.18 15:55:00 -
[10] - Quote
Also having alot of trouble getting the injector to activate over a teammate. I think something more like BF's revive tool would work great, where you only need to be next to or above and hit the button, instead of looking for a prompt. |
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TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
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Posted - 2012.08.18 16:02:00 -
[11] - Quote
Logi Bro wrote: but saying that is similar to saying drinking your own urine is better than eating someone else's sh*t.
i LOLed.. if i had been drink i woulda spit all over screen
the only probem with mandatory is you got those other junklogis you spoke of who will revive someone no matter whats going on around them instead of killing the enemy first that's going to kill the dead guy again as soon as he revives.. this happened in BFBC2 alot, and created the meme- "Dont revive me bro!!"
i revived some last night and he was immediatle taking down by a sniper lol. not my fault because I didnt see the sniper miles away but I LOL'ed hard |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.08.18 16:06:00 -
[12] - Quote
unless we can "finish off" enemies, the revive mechanic needs to be at least a LITTLE clunky.
though i agree that the "hitbox" or whatever you wanna call it for the injector doesn't seem to line up properly, that needs work. no reason for it to not just be bigger anyway. it's not like anybody thinks AIMING the injector is supposed to be the hard part. |
Stefan Jacobs
Crux Special Tasks Group Gallente Federation
10
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Posted - 2012.08.18 16:21:00 -
[13] - Quote
TEBOW BAGGINS wrote: i revived some last night and he was immediatle taking down by a sniper lol. not my fault because I didnt see the sniper miles away but I LOL'ed hard
This happened to me today, from both angles. I revived a guy twice and both times a sniper got him, I thought the second time he may have tried running off instead of standing still, and also today I was revived by a medic, then shot by an assault guy as I got up, then healed again, shot again by another assault guy, then finally got revived and ran off the other direction, only to be killed by an LAV. I was annoyed. So very annoyed.
What you have to remember though is that these are nanites, little machines that fix us up when we've been ripped apart. So they wouldn't really function as a grenade/launcher type thing. A medical gun that fired nanite darts would work though.
I also find that equiping the thing was a little annoying, when I first tried my hand at logistics I found myself expecting to just walk up to the guy and hold circle like we do when hacking. I got killed whilst I figured it out. Still, now I know. |
Tbone322
D3ath D3alers RISE of LEGION
124
|
Posted - 2012.08.18 17:03:00 -
[14] - Quote
I think fixing the angle of the nanite injector would help, because I myself have been killed numerous times trying to find the magic spot to stand in while reviving.
Also some type of distance to downed teammate would be helpful as well, I'll start running towards the symbol only to realize that they're half way across the map. |
Zan'aar Nexhawk
Royal Uhlans Amarr Empire
6
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Posted - 2012.08.18 17:16:00 -
[15] - Quote
Debacle Nano wrote:Also, I can see people calling for assistance all the way across the map lol
Same here, that's why I don't really like the scale of the minimap, it seems like a wounded person is nearby, while he is actually not. |
Brass Stalker
Elite Mercenaries
17
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Posted - 2012.08.18 17:48:00 -
[16] - Quote
i think nanite injectors are really more of a defensive item. they work alot better if your group is shooting from cover in an installation vs outside where you have to take unnecessary risks to revive. maybe the nanite injector could be a crossbow? with sway or a charge up time something to prevent spam. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
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Posted - 2012.08.18 18:09:00 -
[17] - Quote
Okay from your description of the problem about 1/3 seems to be from the rag doll physics that we have and 1/3 from non existing hot spot and 1/3 is game design.
In general injector works most of the time but it would really make it easier to have a larger "revive" zone near the corpse, the rest is related to game physics coding which may no be that easy to fix. |
STB DEADPOOL5241 EV
Doomheim
352
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Posted - 2012.08.18 18:31:00 -
[18] - Quote
Ayures II wrote:Cliffpuncher wrote:My biggest problem is the angle that you need to be at to revive someone. I can be standing right on top of them, but can't revive them because the prompt still hasn't shown up. And on the frontlines, that kind of thing can be critical. I need to be able to get my syringe out quickly and get them back into the fight quickly, but instead I have to stand around figuring out how to get the prompt to show up.
Half the time, it gets me sniped/shot because I'm focusing on that, and not on my radar/surroundings, which can be clear one second--when I reach the downed teammate--and perilous the next. This! We need to be able to stick people from anywhere and maybe a little further away.
Agreed, the next step would be to fix the hit detection of the injector, not sure being on top of the body is the best solution. |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.18 21:39:00 -
[19] - Quote
It would be greatly appreciated if not only the revive radius was increased but if the the downed player could actually see a medic moving closer to them on the HUD/map. Also it would be beneficial for both parties if the remaining time/life of the downed player was actually known so that a healer avoid wasting time & effort on getting to a person that they had no chance of safely reaching in time.
Oh & for extra credit it would be awesome if the medic could toss a nanite injector to a downed player to revive theirself or even use a revive gas grenade so that Medics wouldn't be as vulnerable when reviving someone, like in the game Brink. It is the future afterall, lol. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.18 21:54:00 -
[20] - Quote
Kro'nak Ragnok wrote:It would be greatly appreciated if not only the revive radius was increased but if the the downed player could actually see a medic moving closer to them on the HUD/map. Also it would be beneficial for both parties if the remaining time/life of the downed player was actually known so that a healer avoid wasting time & effort on getting to a person that they had no chance of safely reaching in time.
Oh & for extra credit it would be awesome if the medic could toss a nanite injector to a downed player to revive theirself or even use a revive gas grenade so that Medics wouldn't be as vulnerable when reviving someone, like in the game Brink. It is the future afterall, lol.
You would need a hand-held tractor mechanic that can "pull" corpses to the logi. 10m range, slow pull mechanic. If it gets stuck on a rock, tough **** and you have to run out there.
And there is a way to finish people off and prevent a revive - Head shots and explosions. |
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Captain McSlurpy
Zumari Force Projection Caldari State
1
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Posted - 2012.08.18 22:06:00 -
[21] - Quote
Either the head of the player should move so he can see the medic coming, or some type of medic symnol to let the merc know a medic is near by and hopefully on the way. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.08.18 22:13:00 -
[22] - Quote
To the OP: yes i can confirm the problems with the revive issue when you stand next to the body but it doesnt let you revive. Well the "trick" in that case is not to go for the dead body go for the icon with the syringe. Circle around that till you are aible to revive. Well you basically hit a rock with your syringe and magically the guy who got downed is beeing revived. Another thing is that logis are just to slow to reach the downed guy. I prefer a scout suit, a shotgun and a nano injector. First i try to kill the enemys with the good old shotty then i revive. Sometimes the other way around lol. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.18 22:14:00 -
[23] - Quote
They should visibly outline the medics in a blue outline which will make them stand out. Allowing the fallen soldier to move his head atleast is a very good idea. Again they added a notification to the downed soldier, but it needs to be voiced. It does not stand out enough in my opinion.
Edit:
They should only visibly outline the medics when you are downed or fallen. |
Debo Galaxy
Crux Special Tasks Group Gallente Federation
15
|
Posted - 2012.08.18 23:03:00 -
[24] - Quote
Oddly enough I found the crotch area is were the sweet spot is. I personally feel the revive system is coming along nicely. All they have to do is add a distance to the downed person, lower the radius of "medic in your vacinity", and switch between circle and square on which button does which. This is day two of the build. I have a feeling we are going to be getting more fixes more frequently, but thats jsut my opinion. |
CLONE 2774
Tritan-Industries Legacy Rising
83
|
Posted - 2012.08.18 23:07:00 -
[25] - Quote
idk what yall are talking about i get like 20 revives per match |
Magpie Raven
ZionTCD Legacy Rising
161
|
Posted - 2012.08.18 23:10:00 -
[26] - Quote
Just saying i was having trouble with reviving people but i noticed that it works reliably if u aim for the lower body like the legs area. I also like the 60 points u get for revives |
Crazy Lehto
Royal Uhlans Amarr Empire
0
|
Posted - 2012.08.18 23:23:00 -
[27] - Quote
Honestly I think what would fix the whole system is revamping the countdown timer system before you enter battle. Basically if I die in dust and wait for a medic... and he doesn't revive me... I've just doubled or tripled my wait time. I think a good solution would be to figure out a good number of seconds (I think 30 is enough) and start counting down regardless of how I want to spend it. So if I wait for a revive and it fails for whatever reason... I can go straight to the dropsuit menu and drop instantly in battle if my 30 seconds have been spent already. If I decide not to wait for a revive then I will still have to wait the remainder of the 30 seconds before I can enter battle. With a system like this there would be no reason NOT to wait for a revive... I would wait every single time. Hopefully this makes sense... I'm terrible at explaining things. |
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