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2013-07-31, 09:40 PM | [Ignore Me] #76 | |||
Colonel
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I really think responsible revive limits need to be tested on PTS, everyone will find that the reality is it will only bring the zerg into balance and won't really harm others. By the way....instead of a hard cap on revives, ie, your third death you must respawn, if you stay alive at least 60 seconds, one of your deaths could "fall off" the counter so to speak. |
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2013-07-31, 10:34 PM | [Ignore Me] #77 | ||
Killing medics is all well and good, but 80% of the time I see someone being rezzed, the medic is shooting the green beam from cover. So naturally I just end up killing the guy being rezzed until he gets tired of dying.
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2013-08-01, 01:26 AM | [Ignore Me] #79 | ||
Sergeant Major
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Let's be real, that^ happens... what? One in one thousand instances?
No one has ever seriously thought "I'm going to wait until the guy shooting at me runs out of ammo, THEN I'll revive my ally! Muhahahaaaa!" Serious case of exaggerating in a vaccum going on in here. It's like people being concerned about some weird 4th empire outfit going into a base with a full platoon and deliberately throwing grenades and shit around in order to deplete a base's resources after the resource revamp. Is that really going to ever happen in-game? No. Last edited by BlaxicanX; 2013-08-01 at 01:29 AM. |
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2013-08-01, 02:24 AM | [Ignore Me] #80 | |||
Second Lieutenant
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As far as the resource update goes you better believe people will do shit like that. Maybe not as coordinated as an entire outfit swapping over but you will definitely have your 4th factioners. To think otherwise is ignorant, you don't even need to make another account or launch a new client. It may as well be considered a legitimate strategy. |
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2013-08-01, 06:32 AM | [Ignore Me] #81 | ||
Colonel
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It doesn't even have to be the medic waiting to revive someone, but the person being revived waits. All it takes is waiting a couple of seconds when we're talking 30 round magazines. It's not "running out of ammo", it's simply waiting for him to have to reload his 30 round mag then you can easily get up and make it 2 feet around the corner. It can happen at complete random as well(hell I tab out to check email), it is NO exaggeration that the immunity you get while waiting to accept the rez prevents you from being properly executed and re-killed.
Last edited by Stardouser; 2013-08-01 at 06:33 AM. |
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2013-08-01, 07:07 AM | [Ignore Me] #82 | |||
Second Lieutenant
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2013-08-01, 07:13 AM | [Ignore Me] #83 | |||||
Lieutenant General
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By the time you come back to "kill everyone else" all medics live once more.
And that very frequently happens. In the meantime, while inflicting those kills as a small group, you can't get revives yourself (as any medic coming to your rescue would be killed instantly), so having infinite revives doesn't aid you at all. |
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2013-08-01, 02:43 PM | [Ignore Me] #85 | |||
Captain
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Granted there were ammo and the med juice and limited glue BUT it needed to be because everyone was a medic and engie. In PS2 the limit is the classes. Since the inventory system is already nerfed and other parts of the game dumbed down as has been pointed out restrictions on revives seems counter to the game. A group in a room self reviving and holed up to hold the point isn't some game breaking problem and it isn't insurmountable. It just requires a coordinated push and lobbing plenty of grenades INTO the room. (oh the friendly grenades bouncing back *sigh*) Point is a coordinated couple pushes will get them out, but the argument is "whaaa helps the zerg" when the example is 3:1 odds for the attacker? Really? That is the reason to nerf the revives because people win with 3:1 odds? really? This would hurt soo much more the other way around when a team of 1 or 2 squads is holding an area against 40 or or more base defenders. I just don't see the real problem in the game play, other than the fact that what people call a "boring stalemate" in this game equates to a few minutes of a fight in one spot rather than just rolling through the map. |
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2013-08-01, 02:47 PM | [Ignore Me] #86 | ||
Lieutenant General
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Too many in my experience. And that's only one way to solve the genhold.
If you kept killing and EVEN DAMAGING the players inside that genhold, then the medics in the PS1 genholds would run out of juice and need resupplies (so you would want to stop anyone resupplying them). That's another way of taking them out by attrition: just ensure they need to revive so many times they can't do it anymore. Also, those were the guys under siege. Now they're often the ones sieging. |
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2013-08-01, 02:51 PM | [Ignore Me] #87 | |||
Captain
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2013-08-01, 03:47 PM | [Ignore Me] #90 | |||
Captain
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How much time is sufficient for the attrition of a 3:1 force holed up on a cap point? Shorter than the already not to long cap time? Would putting a cap on the number of revives even hinder a force with that kind of size disparity? Yet still drastically effect a smaller coordinated group? I really think putting a hard cap on revives is a bad idea, it sits bad in my gut and I simply disagree with all of the counter point opinions in this thread. I would give in to heat on the gun just like an engineer tool, as it would stop the constant heal spam and make medics choose to revive or heal. That way you COULD break down the medics. |
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