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View Full Version : Mid-way between regenerative health and non-regenerative


Canadian Vanu
2012-07-11, 09:11 PM
I'm not sure how this may play out in a game such was planetside, or ps2, having no experience in those games, but in theory I think it may work well.



Since many hardcore fans are against regenerative health and regenerative health is enjoyed by many casuals how about a midway so when your health is at 2% your health would heal itself back to 25, or maybe 50 percent. That way you can't hide in a corner and come back like brand new, but your still injured enough for that damage to still affect you.

For example in the game blacklight retribution when your health is above a certain amount, your health does not regenerate and can only be recovered by heal injectors or supply depots in the same way I described so it works in other games.

I really how this post isn't as bad as I thought it was.

~Canadian

Bags
2012-07-11, 09:14 PM
I'm a hardcore fan. The first planetside had better regenerating health (implant) than this one appears to have.

I don't see what the big deal is. Having a medic >>>>>>>>>>>>>>>>>>>>>> waiting 25 seconds for a slow self heal. I don't see many people taking the self heal.

If you die to someone because they self regended mid fight, you are doing it wrong.

Note: this is all based on E3 footage...

Tsunami
2012-07-11, 09:14 PM
your idea requires extra bullets, and you didn't notice the shields in any video regenerating.

Sifer2
2012-07-11, 09:22 PM
Well the current system is kind of like the original Halo. You have a regenerating shield that is about half your health. Then none regenerating normal health. Or maybe it regenerates too but its too slowly to be of much use. Basically they tried to go for a midway approach already cause they didn't want the Medic to be useless. Though with the current game pace he already nearly is.

Littleman
2012-07-11, 09:23 PM
Regenerating health takes a while to kick in, but I do somewhat agree. I can understand that the armor may have medical system built in that aren't nearly as efficient as an actual applicator with a trained medic behind it, but regening up to full might be a bit... cheap I guess?

Then again, it does take a while to kick in. Theoretically, one could have died and hoofed back in the time it takes to naturally recover, but that's really dependent on how far the nearest spawn point is from that person or their destination. One could also be spotted and attacked, possibly restarting the count down.

FuzzyandBlue
2012-07-11, 09:25 PM
Don't forget its the medics role to revive.

But I think regenerating shields with no or extremely slow health regen should be fine.

Bags
2012-07-11, 09:27 PM
Why did no one complain about the regeneration implant in PS1 but everyone is up in arms about a shittier version of it in PS2? :confused: :confused: :confused:

Accuser
2012-07-11, 09:29 PM
Well the current system is kind of like the original Halo. You have a regenerating shield that is about half your health. Then none regenerating normal health. Or maybe it regenerates too but its too slowly to be of much use. Basically they tried to go for a midway approach already cause they didn't want the Medic to be useless. Though with the current game pace he already nearly is.

Indeed. I think it's great as-is with shield regen and no health regen. Even if there's no medic and you're out of health packs, the shield will probably be 25%-50% of your total "hit points". In effect, if you only take 10% damage (shield only) and hide, you'll be back to full "hit points" after the regen. Where if you take 90% damage, you'll have full shield regen and maybe 5% health, for 55% total "hit points".

Great choice by the Devs.

Stardouser
2012-07-11, 09:32 PM
Health regen for infantry is acceptable(barely) but for vehicles it's downright terrible.

Littleman
2012-07-11, 09:32 PM
Why did no one complain about the regeneration implant in PS1 but everyone is up in arms about a shittier version of it in PS2? :confused: :confused: :confused:

Probably has something to do with it being an implant and it consumed lots of stamina for the health it returned (1 hp = 2 stamina.)

Either way, I have no problem with it. If someone finds a nice cozy spot to let his or her suit do some work on their wounds, that's fine, they're out of the fight for that duration. Might as well have been killed and making their way back to the fight as far as I'm concerned.

Best part is (for their enemy,) unless they're an engineer, they aren't packing a full pack of ammo. So really, to save your precious K/D or just to be 100% for the next fight, you're somewhat STILL at something of a disadvantage without engineer support.

Bags
2012-07-11, 09:37 PM
Probably has something to do with it being an implant and it consumed lots of stamina for the health it returned (1 hp = 2 stamina.)

Either way, I have no problem with it. If someone finds a nice cozy spot to let his or her suit do some work on their wounds, that's fine, they're out of the fight for that duration. Might as well have been killed and making their way back to the fight as far as I'm concerned.

Best part is (for their enemy,) unless they're an engineer, they aren't packing a full pack of ammo. So really, to save your precious K/D or just to be 100% for the next fight, you're somewhat STILL at something of a disadvantage without engineer support.

It's an implant this time around too.

I rarely found stamina to be a limiting factor. Only time I worried about it was for surge. I guess the NC with their P-shield it would be an issue.

I see teaming up with a medic and using the implant for something else 300x better.

bullet
2012-07-11, 09:41 PM
Why did no one complain about the regeneration implant in PS1 but everyone is up in arms about a shittier version of it in PS2? :confused: :confused: :confused:

Probably because the 3 implant slots were used better with other more important implants. Nearly everyone had medic certed anyways so the implant wouldn't provide much benefit if you could just use the tool for 3 seconds rather than the implant for 20 seconds (or however long it takes).

Bags
2012-07-11, 09:43 PM
Probably because the 3 implant slots were used better with other more important implants. Nearly everyone had medic certed anyways so the implant wouldn't provide much benefit if you could just use the tool for 3 seconds rather than the implant for 20 seconds (or however long it takes).

And the implant slots will be better used for other things this time around too. It's not hard to find a medic. Half my friends want to play mostly medic when it comes out, lol. People who run with self regen will cripple themselves and get destroyed by decent players.

Their loss, I say please leave it in. Easy kills are always nice.

Stardouser
2012-07-11, 09:46 PM
And the implant slots will be better used for other things this time around too. It's not hard to find a medic. Half my friends want to play mostly medic when it comes out, lol. People who run with self regen will cripple themselves and get destroyed by decent players.

Their loss, I say please leave it in. Easy kills are always nice.

This is one thing where we don't know what they are planning, mostly because it will get balanced in beta. If the regen is as fast as it is in Battlefield 3, it will, no question, invalidate medics. In the post BF3(and other games) gaming world I don't see them leaving it low enough to leave medics viable without a lot of people lobbying for it.

Bags
2012-07-11, 09:48 PM
This is one thing where we don't know what they are planning. If the regen is as fast as it is in Battlefield 3, it will, no question, invalidate medics.

It takes 25 seconds for it to do anything in E3. At which point it's about as fast as BF3.

At GDC it took 15 seconds to kick in, so they actually nerfed it. I don't think they're going to completely revert it and buff it to BF3 levels.

I don't see that invalidating medics, but you're free to believe so and cripple yourself. Again, easy kills for me.:groovy:

Not to mention if you wait 25 seconds to heal... you might as well die and respawn, lol.

Doxy
2012-07-11, 09:52 PM
Health regen for infantry is acceptable(barely) but for vehicles it's downright terrible.

You need to spec into nano regen/repair for vehicle regen to be effective.

Stardouser
2012-07-11, 09:58 PM
You need to spec into nano regen/repair for vehicle regen to be effective.

Requiring a specialization doesn't make it appropriate if it's powerful enough to negate engineers.


I don't see that invalidating medics, but you're free to believe so and cripple yourself. Again, easy kills for me.:groovy:


No, that wasn't what I mean, it doesn't mean that *I* am going to cripple myself by intentionally not having medics around. It means that some people will stop playing medics since they are basically heal-stolen(pun on kill steal, get it?) by health regen.

There are plenty of times in BF3 where there are 25 seconds to spare to regen, and having played PS1 a lot more in this latest 30 day free period, I'm seeing a lot of times where BF3-speed health regen would be awesome there as well.

james
2012-07-11, 09:59 PM
I liked the bf3 health regen system, for inf, if you were being shoot at you wouldn't regen you had to take cover and get out of the fight to heal. Vehicles should never heal though.

Furber
2012-07-12, 12:21 AM
In my opinion, they have it down pretty well. Based on the recent stream from Higby, Shields regenerate, but Health does not. I think that's a good balance. Since the Shields seem to absorb damage before HP, it's almost as though you are indeed regaining about 50% of your HP back.