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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
4
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Posted - 2013.05.08 09:53:00 -
[1] - Quote
WyrmHero1945 wrote:Garrett Blacknova wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? I vote option 3. 3. Add a "call for help" button and a "hide kill data" button so we can regain our ability to see while waiting, and can call for help without being FORCED onto the map screen to do so. Garret please see my post. This is exactly what I proposed, great minds think alike. +1 to this
My ideal would be
Logi\Medic View: 1) Indicators (primary colour- yellow perhaps to match logi colour) for all downed teammates that are reviveable with a bleedout timer and distance indicator. 2) This should change colour (red maybe) for anyone calling out for help 3) Maybe a 3rd DO NOT REVIVE indicator (black?) if the downed team mate is using the bleedout tactically to relay information on their surroundings 3) Keep the new circle to revive function (this is much better than fiddling with the equipment wheel.
Bleedout view: 1) Allow free camera roam to assess whether or not its a good idea to bleedout or ask for revive or to relay tactical info to teammates (The map is not a viable option to asses surrounding danger as was the locked camera in the previous build). 2) Better indication of medics in the area (something like the current needle icon - maybe a cross?) with a range indicator 3) A prominant bleedout timer as this also plays a vital part in the decision to bleedout or call out. 4) Instant bleedout option 5) DO NOT REVIVE option (reliant on point 1) 6) Call for help option 7) If a kill screen is required then a "live view" picture in picture (points 1 & 3) 8) Ability to decline a revive to cut down on pro-rezzing 9) Instakills to display kill screen and then go to map to redeploy |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
4
|
Posted - 2013.05.08 14:40:00 -
[2] - Quote
Den-tredje Baron wrote:Getting to choose between a revive or notI don't think this is a good idea. You would have numerous of people running to a downed person stabbing him and wondering why nothing is happening. If people don't want a revive give them back the "bleed out" button so they can kill themselves. Being downed but still able to look aroundNO..... You are in a state of half alive half dead. I don't think you should be able to use this to a tactical advantage to give tactical information. Being able to see it exactly the same way as you did in chromosome would be nice. (this way people can actually also do the famous power slide again )
Getting to choose between a revive or not YES This allows you to decline a stupid pro-rez revive where you have not had the chance to hit the bleed out button say when a logi is hiding round a corner insta-rezzing... Annoying and the system works in BF3 also choosing whether or not you want to bleed out would be a hell of a lot easier if you could see the danger around you (see below) as it stands unless you are fairly sure all the red dots have gone elsewhere (hard to be sure) you might as well just bleed out every time. It would make people have to think before rezzing somebody if it was safe for both parties rather than rezzing you into a firefight and you get put down again and the Medic goes with you. Just to be clear I am a Logi and I pick my revives rather than trying to point *****, if its not safe then either try and clear the area or wait for backup first.
Being downed but still able to look around HELL YES!!!! Yes you are in a state of HALF DEAD as in NOT ACTUALLY DEAD - REVIVABLE so being able to look around is not a big ask. And why not use a dying clone to provide a tactical advantage. If you can save the clone then great, if not then why not squeeze as much value as you can from your ISK investment. I would go for a compromise being able to look from your clones point of view in a limted FoV. These are battles with immortal mercs why not make the most of a death to provide a "slight" advantage for your fellow mercs. And yes the same sort of system works in MAG, this is (supposed to be) a tactical team based game and providing intel at the expense of a clone\suit is viable tactic. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
6
|
Posted - 2013.05.09 06:18:00 -
[3] - Quote
bcs1a wrote:CCP Draco wrote:Allowing you to call for help from the "kill screen" is a great idea. We should be able to add that easily.
We will also take a look at how we can improve the kill screen and overview map to let you understand if you're in bleedout or dead. not to sound snotty, how about letting us lay there like before and give intel to our team as to whether or not it's safe to revive us, or whether the enemy is making a push or not while we bleed out? and get rid of the stats screen (or make it optional) and make the ability to choose the new deploy or old deploy screen. o/ Bill That's what I want too. Being able to use your dying clone for tactical purposes if they can't be revived safely is a valid tactic. I would prefer if you could look around (maybe just a little from fps view) to make it useful. This would need a "do not revive" option to prevent suicide medics. Ever played MAG? It's a very useful feature to call out red dots laying claymore mines, campers and immediate danger for revive purposes. To allow balance red dots should have to bleed out your corpse with a couple of bullets |
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