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Old 2012-08-11, 10:56 AM   [Ignore Me] #31
Goblin
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Re: Medics imba ?


You can't have someone be revived with 25% health because he'll just get killed immediately since he's most likely already in a fire zone.
Needs to be worth it for the medics to stick their own necks out.

50% is more reasonable.
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Old 2012-08-11, 11:10 AM   [Ignore Me] #32
Trip
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Re: Medics imba ?


How about they get resurrected with no shield and 60% health, also give the medic a healing station he can set down that units can heal around. like the supply box in bf2,tf2
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Old 2012-08-11, 11:34 AM   [Ignore Me] #33
Zetsubo
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Re: Medics imba ?


To draw a parallel to another recent game:

In Guild Wars 2, EVERY character has the ability to revive others. This is done through a channeling effect which takes 3-5 seconds to get somebody back up to 100%. This system is far from imbalanced in both WvW (which is similar to PS2's huge maps) and normal PvP.

So, I'd expect medics in PS2 to heal or rez using a channel mechanic, requiring 3-5 seconds to get people back on their feet. Don't see what's so imbalanced about getting back up at max health. Just don't make it instant, so the enemy has a chance to prevent the rez, and it should be fine.

Of course, rezzing a MAX suit back to full armor doesn't make sense: full health yes, armor no (you'll need an engineer for that). I fully expect this to be a beta bug/oversight.

P.S.: watching Higby's stream, when they were bunched up with like 20 infantry guys on a small hill just outside a base, made me wish I was accidentally patrolling that area with a Lib and a gunner. Could've had 20 kills, medics or not.
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Old 2012-08-11, 12:25 PM   [Ignore Me] #34
Pepsi
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Re: Medics imba ?


Originally Posted by Zetsubo View Post
Don't see what's so imbalanced about getting back up at max health. Just don't make it instant, so the enemy has a chance to prevent the rez, and it should be fine.
The idea behind these balances is to give a downtime between killing someone and that person coming back at you again with full health. It's the reason there is a respawn time and a travel time between bases. Contrast this to Battlefield where slapping someone with a gunshot wound to the head with the paddles and he's back up to 100% (with no revive channeling, btw) ready to get back into the action. Personally I'm in favor of a channeling time and having to heal that person back to 100% (as they'll start at 25%), but neither of us know about how the balance is going and I'm just being paranoid about medics creating stalemates too easily and reducing the penalty of death too much.
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Old 2012-08-11, 12:50 PM   [Ignore Me] #35
Blackwolf
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Re: Medics imba ?


PS1 started you off at full health after being revived, but your armor was in whatever condition it was when you died. The delay for reviving someone kept it more or less a non-combat ordeal and this didn't contribute to stalemates because the newly revived player died almost immediately if revived in the crossfire.

PS1 also used ammo.

I think we could drop the ammo part, since it was more irritating then anything (a 2x6 block for 100 health packs was a lot, and I think each health pack was worth 4 HP so reviving someone only took 25 packs). As a medic, I typically died or the situation requiring ammo ended long before I ever ran out with just 1 pack.

I think the only problem with the situation is the MAX getting up with full armor and ammo (if he got up with full ammo). It sounds like it took a few seconds to revive and that's all that's needed to keep the system from being broken.
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