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PSU: I forget, what do I do after I pull out the pin?
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2012-06-06, 07:28 AM | [Ignore Me] #61 | ||
Lieutenant Colonel
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On the other hand, why do you feel that you should not die if you have been made isolated from your team's medics and have no healing support ?
If you really want regen, I'd say drop down health packs from people you frag but getting health benefits because you wait in a corner or avoid fighting long enough feels strange to me. Waiting for beta to judge if it really improves the game or is simply a goto option to improve K/D. Edit: There is one good point I see to it. Since people have regen, medics have no excuses not to be limited in healing ammo. Holding a point with minimal headcount will then be a nice challenge. e.g. should you heal or wait it off ? how long can your squad holds this point without healing resources ? Last edited by sylphaen; 2012-06-06 at 07:32 AM. |
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2012-06-06, 07:39 AM | [Ignore Me] #62 | ||
Corporal
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Health Regen is fine, it doesn't impact combat itself, just the wait inbetween fights. For instance, Skyrim has regen health yet you would be a fool not to bring a couple hundred health potions with you when out travelling. PS2 will be the same.
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2012-06-06, 08:12 AM | [Ignore Me] #65 | ||
First Sergeant
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A point supporters of regen are forgetting : chain of supply.
Not having an automatic self-regen will force to either rely on external teamates using a tool, or having a little tool yourself (like medpacks) that you have to use and replenish when either your medic or yourself runs out of tool juice There was ammo in the PS1 gluegun. Couldn't we have a solution avoiding the PS1 "we are all self-healing medics not relying on others" syndrom, while keeping the need to checkout on our healing supply? |
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2012-06-06, 09:12 AM | [Ignore Me] #67 | ||||
First Lieutenant
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Are you comparing the current health regen in PS2 to PS1-style self sufficency? |
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2012-06-06, 09:17 AM | [Ignore Me] #69 | |||
Lieutenant Colonel
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In PS1, without access to an equipment terminal or supplies from backpacks, you would eventually run out of medpacks (the only non-medic healing mechanism if we exclude implants and medical terminals). However, an auto-regen mechanic does not seem to have limits attached to how much it can heal as long as you are alive. I'll wait to test it before judging it but afaik, I think it should be limited to the light assault class, imo. Other classes can be followed by teammates so I don't see why they should get such a mechanic. However, other limited-use options to heal oneself (medkits, implants) should be available though. |
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2012-06-06, 09:20 AM | [Ignore Me] #71 | ||
Sergeant
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I was watching, and I saw a real slow health regen on one of the clips from gamespot. It was most noticeable when the guy was playing a NC MAX. You can see the health slowly going up. Rather low rate IMO, but this was also on a MAX unit. One of the units that was supposed to be unable to repair itself.
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2012-06-06, 09:20 AM | [Ignore Me] #72 | ||||
First Lieutenant
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And regenerating health CAN work well if properly adjusted.
Last edited by captainkapautz; 2012-06-06 at 09:22 AM. |
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2012-06-06, 09:22 AM | [Ignore Me] #73 | ||
First Sergeant
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Hate to kind of keep stating this, but this is PlanetSide 2. Yes many things from Planetside 1 will be there. but it is entirely a different game. They didnt update graphics, change some interfaces and ship it. They built it from the ground up. So saying "well in PS1...", we know. But lets forget numbers here and remember that this is a new game. Treat it as the only Planetside.
This helps discussions much better than "well it wasnt (or was) in PS". Slight rant aside. I dont see this as a problem. It really wont effect combat that much, A)considering everyone has it. B)If you run away from a skirmish because you are low on health to regen, you are not in that fight anymore. And C) it doesnt force the need for anyone one class over the other. So that way reach person can play what they want to play. |
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2012-06-06, 09:22 AM | [Ignore Me] #74 | ||
Lieutenant Colonel
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Yeah, it shouldn't be as quick as BF3.
But don't forget that TTKs are a lot lower than in PS1 - does that extra bit of health make that much of a difference when it takes only a second or two to die? Certainly not as much as it did in the original where it WOULD take 10+ shots to kill a rexo with a Pulsar every single time. |
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2012-06-06, 09:22 AM | [Ignore Me] #75 | ||
Colonel
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A constant meatgrind with zero spacing between firefights. No, shooters aren't always about that constant meatgrind. BF2, if your squad leader died, you had a moderate walk back. BF3, you can spawn on any squad member, and the flags are so packed you can already start shooting at the next flag(at least in distance terms, cover not necessarily).
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