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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
176
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Posted - 2013.01.30 20:56:00 -
[1] - Quote
Let me shoot enemies bleeding out in the brain. No chance of revive. |
MR ExPresident
ZionTCD Legacy Rising
64
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Posted - 2013.01.30 21:10:00 -
[2] - Quote
Yeah, no reason not to. Creates another form of strategic play to the battlefield. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
176
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Posted - 2013.01.30 21:41:00 -
[3] - Quote
No one else likes this? Surely someone else sees the benefits.... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.30 22:04:00 -
[4] - Quote
Makes sense but I don't like it; would hurt nanite injector users since everyone would just execute downed enemies and make medics almost pointless. |
J-Lewis
Edimmu Warfighters Gallente Federation
7
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Posted - 2013.01.30 22:11:00 -
[5] - Quote
Brink had this, but you had to melee downed enemies to finish them off.
e: Dead space stomping comes to mind... |
mollerz
s1ck3r Corp
73
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Posted - 2013.01.30 22:14:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:Makes sense but I don't like it; would hurt nanite injector users since everyone would just execute downed enemies and make medics almost pointless.
A nanijector should be clearing all the enemies instead of respawning his team mate to get killed again for 60pts. |
Severus Smith
ZionTCD Legacy Rising
163
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Posted - 2013.01.30 22:17:00 -
[7] - Quote
Wait, doesn't this already happen? I've been on the ground bleeding out when a stray grenade kills me or some HMG fire. I thought it was the same for bullets..? I always put a quick burst of rounds into bodies I see lying on the ground while I'm running. Just to ensure they don't end up rezzing behind me and causing problems. Have I just been wasting ammo?
Edit: Oh, and I don't think this would drastically hurt Logi's. There are many times where I will down an enemy on a second story, or behind cover. I can't shoot their body so they're still a viable injector target. But for those people who run directly in front of me into my spray of HMG fire I always make sure to put a few more rounds in the body so they stay down. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.30 22:24:00 -
[8] - Quote
mollerz wrote:KAGEHOSHI Horned Wolf wrote:Makes sense but I don't like it; would hurt nanite injector users since everyone would just execute downed enemies and make medics almost pointless. A nanijector should be clearing all the enemies instead of respawning his team mate to get killed again for 60pts. If an enemy kills a friendly and moves on to somewhere else, then this doesn't apply. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2013.01.30 22:28:00 -
[9] - Quote
It was in older build, it is either removed or the amount of damage to do it was raised. Hard to tell which. I used to head shot bodies to end bleedout, now it either doesn't work or takes so many bullets it's not worth it. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2013.01.30 22:34:00 -
[10] - Quote
I suggest if execution is added, a propt is also added if nanite injector is equipped.
If over right spot with nanite injector on char but not drawn it propts press O to revive. Pressing O would cause weapon switch animation, revive, then switch back to weapon held. Manually drawing nanite could shown radius to us injector around bodies on screen.
I think this would encourage nanite injector use enough to counter act execution discouraging it.
Also, add execution without advertising it, so it is something people have to find out themselves. The nanite prompt would help new players learn to use the injectors. So, I think 2 changes would be net gain of nanite user, and a counter to there use for players that find it. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.30 23:09:00 -
[11] - Quote
The only way I would support this if players could use injectors from range of like 6 meters without the need of injecting with a nanite stream similar to the repair tool. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
176
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Posted - 2013.01.31 01:27:00 -
[12] - Quote
Ten-Sidhe wrote:I suggest if execution is added, a propt is also added if nanite injector is equipped.
If over right spot with nanite injector on char but not drawn it propts press O to revive. Pressing O would cause weapon switch animation, revive, then switch back to weapon held. Manually drawing nanite could shown radius to us injector around bodies on screen.
I think this would encourage nanite injector use enough to counter act execution discouraging it.
Also, add execution without advertising it, so it is something people have to find out themselves. The nanite prompt would help new players learn to use the injectors. So, I think 2 changes would be net gain of nanite user, and a counter to there use for players that find it.
Yeah I like this. I also sympathize with Kagehoshi though. Maybe a solution is to require only headshots for execution. This would help reduce horizontal spray into piles of bodies where logis are sure to be found. Firing a few extra into the torso or limbs wouldn't count for the kill. |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.01.31 01:33:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:The only way I would support this if players could use injectors from range of like 6 meters without the need of injecting with a nanite stream similar to the repair tool.
That doesn't seem over-powered to you? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.31 02:07:00 -
[14] - Quote
Mars El'Theran wrote:KAGEHOSHI Horned Wolf wrote:The only way I would support this if players could use injectors from range of like 6 meters without the need of injecting with a nanite stream similar to the repair tool. That doesn't seem over-powered to you?
No, in MAG you could just do a quick medic spray and people instantly come back up with no animation, but it was balanced by the fact that you could execute people; at least it felt balanced to me. I'm sure there are people that had problems with it. Anyway, I still think that the "getting up" animation should still remain, so reviving wouldn't be as powerful as in MAG. Killzone also lets you zap people back to life from range, and never heard any complaints about it.
Low range revival mechanisms need to be balanced by lack of execution: Battlefield games for example. Ranged revival mechanisms can be balanced with the presence of executions: Killzone 2 for example.
The fact that you don't come back with full health would also keep it from being OP. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.01.31 03:11:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:Makes sense but I don't like it; would hurt nanite injector users since everyone would just execute downed enemies and make medics almost pointless.
Nah, in many cases they won't have the time. Also, it would be very hard, or outright impossible, to finish long distance kills. Especially so if the incapped one falls flat behind cover. |
Zekain Kade
BetaMax.
931
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Posted - 2013.01.31 03:30:00 -
[16] - Quote
I dont want to get ticked for 2 deaths for everyone 1 death I have. |
Thranx1231
CowTek
90
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Posted - 2013.01.31 06:21:00 -
[17] - Quote
OP, no this is wrong.
If you cannot kill them correctly then you shouldn't get the chance to fix it when they cannot retaliate. Your Kitten Handed Wuss Killer mode did not get the job done. Great! What a surprise.
The game has the mechanics it has and you want to play your other most favorite game every and it let you do this so by the rights given to you by your over accommodating parents you want this too. Go play that game. This is DUST514. While you are here just play the game you are in.
I love Kitten QQ. |
JohnDS Wolf
Exit Wound Heavy Industries
10
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Posted - 2013.01.31 06:46:00 -
[18] - Quote
Thranx1231 wrote:OP, no this is wrong.
If you cannot kill them correctly then you shouldn't get the chance to fix it when they cannot retaliate. Your Kitten Handed Wuss Killer mode did not get the job done. Great! What a surprise.
The game has the mechanics it has and you want to play your other most favorite game every and it let you do this so by the rights given to you by your over accommodating parents you want this too. Go play that game. This is DUST514. While you are here just play the game you are in.
I love Kitten QQ.
as rude as this is, i'm gona have to agree. this game has what it has. i like it just fine with BF3 rez system (which is simular) so i can't see why you need to change it. you shoot one then you make sure that it's clear. use the body as bait to draw out the logi...even if that logi is me. |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.31 09:25:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:The only way I would support this if players could use injectors from range of like 6 meters without the need of injecting with a nanite stream similar to the repair tool. yeah it does not make sense anyway that we cant do this. we can send nanites over several meters with remote repair tools but to revive someone we have to go close? logic?
Mars El'Theran wrote:KAGEHOSHI Horned Wolf wrote:The only way I would support this if players could use injectors from range of like 6 meters without the need of injecting with a nanite stream similar to the repair tool. That doesn't seem over-powered to you? why whould it be overpowered? first, it is not like you can revive a whole army of undead in seconds, it takes time to standup and if he is in a bad position you can kill him again and shot him to prevent revive. it was done in killzone too and worked well.
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Garrett Blacknova
Codex Troopers
1849
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Posted - 2013.01.31 09:34:00 -
[20] - Quote
J-Lewis wrote:Brink had this, but you had to melee downed enemies to finish them off. No you didn't, but they took more bullets to finish off than it had taken to kill them in the first place.
Brink also had the ability to throw the syringe to your teammate, and they injected themselves. Which was awesome. |
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WangMage MK 2
On The Brink
4
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Posted - 2013.01.31 10:52:00 -
[21] - Quote
I like the idea of executions, but I do feel like it needs a limiting mechanism. Melee does sound like a simple easy way to go, and it does open up the possibility to a nice animation. |
J-Lewis
Edimmu Warfighters Gallente Federation
7
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Posted - 2013.01.31 11:23:00 -
[22] - Quote
Garrett Blacknova wrote:J-Lewis wrote:Brink had this, but you had to melee downed enemies to finish them off. No you didn't, but they took more bullets to finish off than it had taken to kill them in the first place. Brink also had the ability to throw the syringe to your teammate, and they injected themselves. Which was awesome. You're right, I had forgotten that (so long since I played that game...). There were also Lazarus grenades for AOE reviving.
I really think DUST could take a page (or ten) from the Brink revive/execution system; it even told you how far away the nearest medic was, and if he was coming to revive you. It would probably mean that the nanite injector would become ammunition dependent though. |
Irish Syn
Chernova Industries
123
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Posted - 2013.01.31 11:34:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:The only way I would support this if players could use injectors from range of like 6 meters without the need of injecting with a nanite stream similar to the repair tool. Pretty much what I was going to say. Reviving a teammate is hard enough as it is, if you are to add any more challenges then you must also make something about it easier. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.01.31 12:41:00 -
[24] - Quote
J-Lewis wrote:Garrett Blacknova wrote:J-Lewis wrote:Brink had this, but you had to melee downed enemies to finish them off. No you didn't, but they took more bullets to finish off than it had taken to kill them in the first place. Brink also had the ability to throw the syringe to your teammate, and they injected themselves. Which was awesome. You're right, I had forgotten that (so long since I played that game...). There were also Lazarus grenades for AOE reviving. I really think DUST could take a page (or ten) from the Brink revive/execution system; it even told you how far away the nearest medic was, and if he was coming to revive you. It would probably mean that the nanite injector would become ammunition dependent though. I picked it up about 2 months ago for a short run. I got it on release, but I keep coming back to it occasionally, even though it has some pretty major issues holding it back from what it should have been. It's surprisingly fun to use a scoped rapid-fire modded revolver as a sniper weapon...
And I think that if there's a triage unit the on-screen text should display with a distance measurement instead of just "nearby" - if you can tell they're moving away from you, you're not going to keep waiting, are you? |
J-Lewis
Edimmu Warfighters Gallente Federation
7
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Posted - 2013.01.31 13:04:00 -
[25] - Quote
Garrett Blacknova wrote:And I think that if there's a triage unit the on-screen text should display with a distance measurement instead of just "nearby" - if you can tell they're moving away from you, you're not going to keep waiting, are you?
TBH the entire UI for bleed-out is terrible and should be changed: Move most of it away from text and more into on-screen icons, similar to how downed suits appear to medics, and add distance.
As a medic, aiming at a downed symbol and tapping R2 should ping the merc that help is on its way.
As a medic, tapping R2 within revive range of a merc should swap to the nanite injector.
In fact, on a tangent note; tapping R2 to change equipment should be contextual. For example, those with nanohives being able to see an icon over allied mercs with low ammo, and tap R2 while aiming at them to pull out their nanohive and ping the merc that they are deploying a NH for them.
None of this would prevent regular use of the R2 menu for whatever reason, but contextual buttons really would smooth out general game-play...
e: A lot of these thoughts stem from Brinks system; it really encouraged team-play, even in pub matches. |
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