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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.17 19:26:00 -
[1] - Quote
+1
My suggestions:
-Confirmation that the player pressed square to call medic when downed, like a voice calling for help. This currently isn't much of a problem, but feedback to the player is needed to let them know that he feature works. Perhaps a bleedout timer should appear.
-The hitbox on downed teammates is way too small for the nanite injector, and makes it annoyingly tricky to position one's self correctly next to a downed player to revive them, Often times when I stand right on top of a downed teammate, I still can't see the option to revive them because of this issue.
-ACCEPT/DENY options options when being revived, in which you have 5 seconds to stay on the ground before choosing to accept or to deny the revive.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.18 14:07:00 -
[2] - Quote
Medic system needs improvements, more should look at this thread.
According to another player who tested prototype injectors, they still only give +60 points despite the fact that it heals 80%. Nanite injectors should give more points depending on how much of the HP is regenerated; this way, those who invest the skill points and money into injectors will be rewarded. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.26 20:03:00 -
[3] - Quote
Chollo Numero Uno wrote:something i think that would be a epic help would automatically pulling out the injector when you are over a dead player once you press square instead of having to cycle through the ui and pull the damn thing out, half the time people bleed out with me standing over them cussing at my controller for rolling just barely too far counter clockwise...
That would be useful, and awesome functionality for square. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.27 13:56:00 -
[4] - Quote
Quill Killian wrote:I think the "accept/deny revive" option being offered by some folks in this thread is redundant. If you don't want to be revived, don't call for help, and hit the "bleed out" button. It'll save everyone involved a lot of time.
But, yes, distance indicators would be very nice, along with a larger revive hitbox, both of which have been suggested in this thread. Distance to repairable assets would also be nice, along with a damage-to-asset indicator. After all, I'm not going to race over to a resupply point to fix it if it's being blown into oblivion by a nearby HAV.
Sometimes people want to be revived, but not at the axact moment because there are nearby threats that are too close, And acceopt/deny feature would let people wait a while before accepting the revive, then they can accept it like 10 seconds later after the threats have left the area. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.28 03:16:00 -
[5] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote:+1
My suggestions:
-Confirmation that the player pressed square to call medic when downed, like a voice calling for help. This currently isn't much of a problem, but feedback to the player is needed to let them know that he feature works. Perhaps a bleedout timer should appear.
-The hitbox on downed teammates is way too small for the nanite injector, and makes it annoyingly tricky to position one's self correctly next to a downed player to revive them, Often times when I stand right on top of a downed teammate, I still can't see the option to revive them because of this issue.
-ACCEPT/DENY options options when being revived, in which you have 5 seconds to stay on the ground before choosing to accept or to deny the revive.
I like the first two, the third could be good with a couple of specifics added. #1. If no input is given by the player the revive happens anyway. #2. The player being revived should know what effect the Injector will have, because honestly running with top Injectors (as I do) and reviving players with 80% health restored (as they will) only to have them deny the revive (thus wasting my time and risking my kitten for nothing) would be a real kitten to deal with and devalue the skill point invested (to say nothing of the ISK lost on any death) of running with top flight Nano Injectors. Now if the player being given the accept/deny option knew what level they were being revived at, that'd be a bit different.
+1 I like your conditions. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.28 03:59:00 -
[6] - Quote
The medic should receive points regardless of the person accepting or denying to pay for the time and effort. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.02 20:28:00 -
[7] - Quote
RolyatDerTeufel wrote:Friends idea, he doesn't have computer right now so I'll post.
The medics should have a plus sign on them so you know where they are while you wait for them to get you.
I think this would be awesome and so useful.
HK-40 wrote:Actually a plus sign on the Medics map so he can see precisely where the 'patient' is would also be very handy. The current symbol is fairly imprecise.
Edit: Very good idea OP
Copy/paste from other thread. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.12 03:19:00 -
[8] - Quote
*stabs a nanite injector into this thread* There are ideas worth looking at in here. |
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