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2012-02-25, 03:10 AM | [Ignore Me] #47 | ||
Major
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I hope you can disable a medics ability to revive you with grenades. That could get pretty annoying you and a few buddies out in the open getting blown up over an over. With a Medic either purposely or just cluelessly reviving you so you can die again and again.
Honestly I was worried about Battlefield style medikit drops but these are way beyond that. On the one hand it does make the Medic useful. Guess i'll see in Beta how it plays. |
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2012-02-25, 03:13 AM | [Ignore Me] #48 | ||||
Colonel
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Cloaking = Stealth Darklight = See invisible Surge = Spirit of Wolf Pshield = Oakskin Range magnifier = Far Sight Sensor shield = Light Foot Regeneration = Regeneration Pain fields = Cloudkill Starfire = Magic Missile Hacking = Lockpicking Respawn = Reviving at the graveyard OS = Power word: Kill(cept without the saving throw) Detect friendlies = Detect good Detect enemies = Detect evil Dragon = Flaming Hands Etc, etc, etc. I could keep going, but hopefully thats enough to help you figure out that PS1 is in no way some special snowflake that shares nothing with RPGs.
Last edited by CutterJohn; 2012-02-25 at 03:15 AM. |
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2012-02-25, 12:14 PM | [Ignore Me] #52 | ||
Private
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Once I heard it I was like "ehhhh" but now that I think about it more it sounds like an excellent idea. Healing in PS1 was time consuming and required medic and the one being healed to stop dead in their tracks, same with reviving. Slowed down the game considerably, and given what SOE wants to do with PS2 it sounds like a AoE/grenade heal fits the bill perfectly.
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2012-02-25, 12:20 PM | [Ignore Me] #53 | |||
Captain
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Nanites aren't really magic, tho. They'd still need substances to replace the damaged or blown away areas or to close wounds without it they'd just end up cannibalizing their carrier. Edit: And if the nanites ARE the substance, like what I believe the vehicles and weapons and armor and what not ended up being in PS1, then where are the extra's kept? In the person? Their armor? Why not use that to explain why people need to take X amount of damage before they go down. It would pretty cool and make more sense imo. Edit2:Where as the medic just comes around with more nanite gel loaded down with tons of nutrients and synthetic skin in a spray can that both disinfects the surface wound and seals it. Edit3:AOE grenade? Full of adrenaline that the nanites already in the subject's body uses to wake the mother ******s up mixed together with a low powered scrambler that causes any adrenaline laced nanites in the air to destroy themselves when they come into contact with something that they don't recognize as a way to explain why the AOE only works for that specific medic's faction. Also as a way to explain the cooldown on the subject as it ISN'T a heal, just a way of getting the last few dregs of consciousness out of the troops. Last edited by Kran De Loy; 2012-02-25 at 12:35 PM. |
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2012-02-25, 08:12 PM | [Ignore Me] #57 | ||
Colonel
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Speed up the time to get to battles and increase the time spent fighting is what they meant probably. Not necessarily wanting players to die fast. Basically lowering the down-time experienced by players. Remember logging into PS1 in the sanc then it took 5 minutes or more to get into the fight?
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-02-25, 08:13 PM | [Ignore Me] #58 | ||
Captain
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Faster combat doesnt only mean faster killing. It also mean less downtime. If you have 2 medics and 8 other classes (i expect that will be usual squad), it mean you can heal all a lot faster after combat than they staying in line waiting till you get to them with single heal.
Healing in battle is other issue. I liked that when you heal you are unable to fight, that you need to be guarded by person you healing or someone else. If you can distance heal someone fighting with aoe heal (i hope you need to have visibility), or grenade while you are safely away from battle, i dont like it that much. |
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2012-02-25, 09:02 PM | [Ignore Me] #60 | |||
Contributor Corporal
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To add on to this idea, the robot should be able to 'walk' a certain distance (1/6 of a base length maybe?) to the nearest fallen teammate or who the medic chooses from the mini-map or from his squad/platoon list. I'm thinking it'll look something like this. |
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