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View Full Version : Speaking of Medics this week...


mefy
2012-03-14, 12:05 AM
I am really hoping that medics will be much more valuable this time around in their role and impact on the battlefield. Yes, just about everyone had a medapp and most people had adv. med, but for a practical use on the front lines, how can we make medics more valuable to both the empire and for the enemies to take down first?

Well, in PS1 it was usually better to just respawn quickly if you died, because if you got rezzed you would have 0 stamina and would need to get your armor repaired, which usually took longer then just respawning with everything reset.


How can we change this in PS2? Longer spawn timers? Nice little perks for being rezzed such as a 3 second invulnerability shield?

If anyone ever played Wolfenstein:Enemy Territory, I really liked how medics worked with noradrenaline shots and really liked how when you got killed, your screen would put the nearest medic in the center of your screen, so you knew exactly how far/close the nearest medic was and could see if it was worth it to tap out or not. Also, medics in Enemy Territory had great situational awareness and their minimap was marked by a noticeable marker if there were any friendlies that needed to be rezzed.

Thoughts?

Stardouser
2012-03-14, 12:07 AM
As of right now, what kind of spawn timer is there and does it vary based on whether you squad spawn etc?

Bags
2012-03-14, 12:08 AM
Higby said spawning will be 30 - 45 seconds unless it's far from the fight.

Stardouser
2012-03-14, 12:11 AM
Higby said spawning will be 30 - 45 seconds unless it's far from the fight.


Ouch...I don't think they're going to win over any of the BF factions or CoD with that one.

But, as long as there is squad spawning I think it will work. Project Reality has a 45 second respawn, and it's ALMOST tolerable, but PR doesn't have squad spawning. If it did, it would be bearable.

Bags
2012-03-14, 12:20 AM
I might be wrong, but I know higby stated recently what they'd be like.


Maybe it was, 10 - 20 normal spawn near fight, 30 - 45 with squad spawn.

Stardouser
2012-03-14, 12:39 AM
I might be wrong, but I know higby stated recently what they'd be like.


Maybe it was, 10 - 20 normal spawn near fight, 30 - 45 with squad spawn.

I read that AMS is gone, what replaces it? Er, well...actually I'm guessing squad spawn is one replacement...what will be the "normal spawn near fight" replacement?

Bags
2012-03-14, 12:40 AM
Galaxies when landed are now mobile spawn points.

Stardouser
2012-03-14, 12:42 AM
Galaxies when landed are now mobile spawn points.

Ooh, now that I like...can those things be spawned in unlimited number at a base that's powered up and intact?

Bags
2012-03-14, 12:44 AM
No idea. In PS1 you got them at drop ship centers or sanctuary, neither of which exists in PS2.

kaffis
2012-03-14, 12:44 AM
Ooh, now that I like...can those things be spawned in unlimited number at a base that's powered up and intact?
Last we've heard (at a GDC interview, I think) it was footholds and tech plants in the current build.

CutterJohn
2012-03-14, 12:44 AM
Bases are also segmented, and you'll be able to cap portions of them before taking the entire base, including spawning areas.

Stardouser
2012-03-14, 12:54 AM
Bases are also segmented, and you'll be able to cap portions of them before taking the entire base, including spawning areas.

Is the capping going to be time-on-flag based or hacking based, or?

Duddy
2012-03-14, 05:29 AM
Ooh, now that I like...can those things be spawned in unlimited number at a base that's powered up and intact?

If I remember correctly, I think it was said you could get them at your warpgate base or tech plants. So they'll always be available, but how convenient it'll be is a different question.