Infinite revive isn't balanced for zerg/large scale play - PlanetSide Universe
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Old 2013-07-30, 09:09 AM   [Ignore Me] #11
KesTro
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Re: Infinite revive isn't balanced for zerg/large scale play


Originally Posted by PredatorFour View Post
Ok, had this game been designed like PS1 environments then yeh i would be for this. But this is a BF clone, on a massive scale. So it works imo. If it was closed spaces where you had chance to take heed of who needs healing first then you could determine who got your juice. In an open mass frantic killfest that is PS2, you can't really make a decision who needs it the most, as most of the time people are dead in 2 seconds anyway.
The only time I can see a change to the medics infinite revives being really effective is when an enemy squad or more is grouped up on a point to stop the defenders from getting to it. Without their infinite revives the people who owned the base would 'eventually' be able to take back the point without completely and totally overwhelming them.

Granted if it was just a squad a good enough couple of players could likely push them out regardless. When is it ever 'just a squad' though? Hah.

Just about anywhere else a defending medic would be able to resupply at a terminal or Sunderer. At least if we're talking about implementing an ammo counter to the revive gun.

My whole gripe here is being against 'infinite' anything.

Imagine tanks and harassers with an infinite ammo pool. Then they would never have to leave the front to go back for ammo (Provided they don't already have an ammo sundy).

That brief little respite more often than not is what lets people get between their lines and start causing some havoc. Now take that idea and apply it to medics. As it is now there is no 'respite' period. You can use and hold it down for as long as you want whenever you want.

Perhaps rather than an ammo counter something like the engineer's heat gauge could work?
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