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2011-09-17, 09:46 AM | [Ignore Me] #1 | ||
Captain
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What will be purpose of medic in ps2? Sure they will heal/revive, but other mechanic in the game will make it pointless/not fun to play.
Outside: Medic work outside building will be killed by squad spawning. No longer you will be punished not to wait for your team to come rescue you, by walking all the way from nearest respawn point. Now it will be more profitable and faster just to respawn on your team, and as a bonus you get refill on your equipment. So in open areas medic dont have any work and can be replaced by few medpacks. (This is more about stupidness of squad spawning, it kills that feeling of survivability of squad) Inside: Inside where squad spawn dont work and medic will be finally useful, they will be forced co hide behind corner, ideally never see and enemy. This is because of fast ttk, so theyll die before they can react/hide, and because of reviving exclusivity to them - if they die nobody else can help them (unless half of team are medics) So in the end dedicated medic will more likely kill squad survivability and cooperation where they looked after each other. In PS1 was usual that when somebody died, squad went to rescue him, reviving him under fire. Now outside they dont have to as he respawn on them, and inside medic wont go into dangerous reviving as rest of team need him to stay alive, leaving dead squad mates behind. |
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2011-09-17, 09:54 AM | [Ignore Me] #2 | ||
First Lieutenant
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I get the impression that squad spawning is slow as you have to be dropped in by drop-pod which probably results in a very long animation/video as you fly towards the ground from low-orbit. I imagine they have made reviving take only a few seconds as opposed to the 5-6 it took in Planetside 1.
In other words reviving is more efficient in time, if you have a medic you can get a squad member back into the fight in 2-3 seconds if you lay down suppressive fire for your dude to get revived whereas if you waited for squad-spawn it would have the standard 15-20 second respawn timer PLUS the time to drop pod in. From Higby's interviews he said that squad-spawn wasn't a 'main' method so I assume he meant that it was extremely slow and meant to be used in special situations (Sneak in infiltrator and then drop pod your entire squad on him), basically a different tool to use for a squad to do a Warhammer 40K style deep strike which would look insanely badass. |
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2011-09-17, 10:13 AM | [Ignore Me] #3 | ||
Captain
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In the same interview where they said squad spawn isnt main, they said main will remain AMS. Since then AMS was removed, and squad spawn boosted (spawn on anybody). It will be main spawn as gals are supposed hard to fly (there will be too few of them compared to AMS) and you cant hide them in the woods, squad spawn will be main respawn.
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2011-09-17, 10:24 AM | [Ignore Me] #4 | ||
Contributor Major
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I'm not worried about squad spawning interfering with medic work. Squad spawning sounds like it will have timers to limit how often it can be utilized. So somebody in your squad can activate squad spawning every, say, 45 seconds. Good for keeping the occasional casualty up with the group (especially if they're the squad medic), but not sufficient to quickly recover losses in an assault. That's where the medic comes in.
As for cowering in the corner; I suspect that having two medics in the area will negate this as a need. They'll be priority targets, sure, but if you've got two squads (half a platoon) involved in an assault with even one medic each, you've got redundancy to help keep the medics alive/revived. Also, TTK will be shorter, but we're still not talking 2-shot kills, so the cowering is kind of extreme in the first place, I suspect. |
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2011-09-17, 12:19 PM | [Ignore Me] #6 | ||
Brigadier General
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I see, its time for phase 3 already.
Just to clarify, its the phases of a Pre Beta community Phase 1: Nobody knows a thing, not much happening, people just wait for info Phase 2: Some info, everyone is pumped, everyone got his own vision of the game, lots of ideas and talk (this is the awesome phase) Phase 3: More info, bubbles burst, random people who didnt follow any news before appear asking questions that are already answered and have strange ideas. Gosh, i hope we hit phase 4 soonish... Anyway, ThGlump, dont worry. We dont know enough about pretty much everything to know if the medic has use or not. |
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2011-09-17, 01:15 PM | [Ignore Me] #9 | |||
Staff Sergeant
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__________________
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2011-09-17, 02:46 PM | [Ignore Me] #12 | ||
Brigadier General
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I'll criticize / praise the classes when they actually get annouced and we get some information on them. However, I'm pretty sure that if the devs are putting time and energy into making a particular class, they are going to want it used.
So what is Phase 4, Basti? |
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2011-09-18, 05:26 AM | [Ignore Me] #14 | ||
Contributor PlanetSide 2
Game Designer |
Call me crazy but I have this funny feeling Medic's role is going to be similar to that of BFBC2. Heal people up who get damaged through shields, res those that die.
While squad spawning exists outside, what happens if your squad leader dies? That's where the medic comes in. Inside there is no squad spawning so pretty much the same role it was in PS1 - res people. They're just going to make healing a lot easier I imagine. Recharging shields is a mechanic that we know from many games but no medic means all health damage is permanent. Don't want that, so medic's role will be to patch up the wounded, keep the squad up. |
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