Infinite revive isn't balanced for zerg/large scale play - PlanetSide Universe
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Old 2013-07-31, 09:40 PM   [Ignore Me] #22
Stardouser
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Re: Infinite revive isn't balanced for zerg/large scale play


Originally Posted by Wahooo View Post
TTK from everything against everything is so fast, repair/heal/revive seem about right to me.
I really fail to see how in the big scheme of this game this is even remotely on anyone's radar as an issue.

Kill the medics first if you really have a problem, then come back and kill everyone else.
In open ground combat killing the medics is possible and so this wouldn't harm anything. How, however, do you kill the medics when 30 guys, and 10 of them medics, are camping a cap point room, and even if you kill 4-5 guys per grenade salvo(you and a couple of other guys at once), even if all 5 kills were medics, there are still 5 left to get them up?

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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