KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.12.25 18:22:00 -
[2] - Quote
KingBabar wrote:
What Id like to see that would fix this issue really easy, A. Give us an Advanced level AR suit with two equipment slots, it can be compansated by removing something else or in some other way take something from it. I can afford to go gwith a 25K type-B, but not with a 90K protosuit. B. Make the assault class have a dedicated medkit slot that cant be used for anything else. In my oppinion carrying a medkit should be as natural as carrying a gun if youre beside me in my trench. C. Make a series of medkits that can be allowed to be fitted in the sidearm slot.
4. The inevital uggliness of the thruth. CCP is trying to make a great game as a main priority, but they also need to make some money too, and each time someone picks me and my AUR stuff up, CCP in a way lost a little money. So here is the conundrum. The more the game caters to the medics, the less money they make so why even bother...
5. What kind of game will we have... As a former MAG player Im used to a game sentered around the medkit. Not having a medkit, or not even having the best one got you labeled as a tryhard and you werent welcome in most clans. The medic game was almost as important as the gungame. In MAG hiting someone with a medkit was really easy, people sprang to life instantly with full health and no one ever complained. Not saying that a 1200 HP fatty should spring back fully charged, but I do question the standard 30%. Shooting dead enemies on the ground to bleed them out was an essential part of defending an objective.
So the question is really, what kind of game do we want.... A game were the medkit is an equipment just as the rest, or could we lift it up and make it more accessable and common, I would like that a lot...
Sorry KingB, but I'm gonna disagree on couple of points. We agree on the cruciality of medkits in keeping the momentum of the squad - and the benefit of the whole team.
3: A. - No. I even question the existence of 2 eq slots on proto assault. The should be some compromise on some other regard and price is not the one (even though in our limited beta environment it suffices).
B. - Probably no. Almost the same as having two normal eq slots, just for the same reason as medkit would be probably the other choice anyways.
C. - Maybe yes. That would be an ok tradeoff.
4. A Very interesting point. I wonder how much they've thought about that already...
5. It's a better gamewise to have healed person to be crippled to some extend, perhaps even with some new mechanic.
And finally, I don't want to see teams rich with medkits by default. I want to see them rich with medkits by choice! |