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Old 2012-02-25, 02:59 AM   [Ignore Me] #46
mrkdilkington
Private
 
Re: AOE heal, revive


Hate the idea of Prayer of healing AoE heal as it makes me think of a priest in an MMORPG or the goblin alchemist in Warcraft 3. If it ain't broke don't fix it.

Last edited by mrkdilkington; 2012-02-25 at 03:02 AM.
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Old 2012-02-25, 03:10 AM   [Ignore Me] #47
Sifer2
Major
 
Re: AOE heal, revive


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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Old 2012-02-25, 03:13 AM   [Ignore Me] #48
CutterJohn
Colonel
 
Re: AOE heal, revive


Originally Posted by mrkdilkington View Post
Hate the idea of Prayer of healing AoE heal as it makes me think of a priest in an MMORPG or the goblin alchemist in Warcraft 3. If it ain't broke don't fix it.
Plasma = Fire Wall
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.



Originally Posted by Sifer2 View Post
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.
Yeah, being able to opt out of the rez will be the very first thing I suggest in beta if its not already present. That shit could get seriously annoying in the BF games.

Last edited by CutterJohn; 2012-02-25 at 03:15 AM.
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Old 2012-02-25, 03:40 AM   [Ignore Me] #49
Hermes
Contributor
Master Sergeant
 
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Re: AOE heal, revive


Didn't even think about how an aoe grenade revive might change the way a medic feels, it's a fair point.

Sort of ruins that doctor/patient relationship. I played adv med almost exclusively in PS1 and I was prized for my bedside manner
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Old 2012-02-25, 04:18 AM   [Ignore Me] #50
Chinchy
Staff Sergeant
 
Re: AOE heal, revive


As long as you can finish off enemy soldiers after they have been incapacitated with a few extra bullets I have no problems with them having insta heals.
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Old 2012-02-25, 12:03 PM   [Ignore Me] #51
Figment
Lieutenant General
 
Re: AOE heal, revive


Throw a med-grenade, local M.A.S.H. base pops up, including nurses, showers and comedy-drama. :o
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Old 2012-02-25, 12:14 PM   [Ignore Me] #52
Scrima
Private
 
Re: AOE heal, revive


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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Old 2012-02-25, 12:20 PM   [Ignore Me] #53
Kran De Loy
Captain
 
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
It doesnt have to be some mage stuff to work in scifi enviroment. Nanites are part of the lore. Lets say that you have some in your armor, and medic can have wireless connection to nearby soldiers, with specialized programs commanding nanintes to heal you. Effect would be just the same as healing aura.
Edit4: Yeah, I should probably mention I hate the idea of a Healing Grenade, but I absolutely love science fiction and how people can think up ways for it to work.

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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Old 2012-02-25, 03:17 PM   [Ignore Me] #54
Squeegeez
Corporal
 
Re: AOE heal, revive


I'm in favor of the AoE heal / revive. Instantly reminded me of Brink, like a few others here as well.
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Old 2012-02-25, 03:27 PM   [Ignore Me] #55
Aurmanite
Captain
 
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Re: AOE heal, revive


Originally Posted by Squeegeez View Post
I'm in favor of the AoE heal / revive. Instantly reminded me of Brink, like a few others here as well.
Brink had a lot of really good ideas. The game just kinda missed the mark they were trying to hit.
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Old 2012-02-25, 07:45 PM   [Ignore Me] #56
SUBARU
Master Sergeant
 
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Re: AOE heal, revive


I dont understand the devs sometimes.First they say they want faster combat,then they give you AOE heals to slow combat down
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Old 2012-02-25, 08:12 PM   [Ignore Me] #57
Sirisian
Colonel
 
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Re: AOE heal, revive


Originally Posted by SUBARU View Post
I dont understand the devs sometimes.First they say they want faster combat,then they give you AOE heals to slow combat down
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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Old 2012-02-25, 08:13 PM   [Ignore Me] #58
ThGlump
Captain
 
Re: AOE heal, revive


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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Old 2012-02-25, 08:51 PM   [Ignore Me] #59
Conq
Staff Sergeant
 
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Re: AOE heal, revive


Originally Posted by NewSith View Post
Brink had that lazarus grenade that didn't look mage at all.
+1

It worked well, wasn't overpowered and looked good.
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Old 2012-02-25, 09:02 PM   [Ignore Me] #60
ThirdCross
Contributor
Corporal
 
Re: AOE heal, revive


Originally Posted by Erendil View Post
Rez Grenade: You toss out a small headcrab-like robot device that attaches itself to the nearest friendly corpse and injects a nanite stream into the body, allowing it to revive your fallen comrade.
Love that idea. It allows the medic to defend himself while reviving someone and avoids the stupid feeling of throwing a grenade at someone to revive them.

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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